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/*************************************************************************/
/* example.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef EXAMPLE_CLASS_H
#define EXAMPLE_CLASS_H
// We don't need windows.h in this plugin but many others do and it throws up on itself all the time
// So best to include it and make sure CI warns us when we use something Microsoft took for their own goals....
#ifdef WIN32
#include <windows.h>
#endif
#include <godot_cpp/classes/control.hpp>
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/classes/viewport.hpp>
#include <godot_cpp/core/binder_common.hpp>
using namespace godot;
class ExampleRef : public RefCounted {
GDCLASS(ExampleRef, RefCounted);
protected:
static void _bind_methods() {}
public:
ExampleRef();
~ExampleRef();
};
class Example : public Control {
GDCLASS(Example, Control);
protected:
static void _bind_methods();
private:
Vector2 custom_position;
public:
// Constants.
enum Constants {
FIRST,
ANSWER_TO_EVERYTHING = 42,
};
enum {
CONSTANT_WITHOUT_ENUM = 314,
};
Example();
~Example();
// Functions.
void simple_func();
void simple_const_func() const;
String return_something(const String &base);
Viewport *return_something_const() const;
ExampleRef *return_extended_ref() const;
Ref<ExampleRef> extended_ref_checks(Ref<ExampleRef> p_ref) const;
Variant varargs_func(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error);
int varargs_func_nv(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error);
void varargs_func_void(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error);
void emit_custom_signal(const String &name, int value);
int def_args(int p_a = 100, int p_b = 200);
Array test_array() const;
Dictionary test_dictionary() const;
// Property.
void set_custom_position(const Vector2 &pos);
Vector2 get_custom_position() const;
Vector4 get_v4() const;
// Static method.
static int test_static(int p_a, int p_b);
static void test_static2();
// Virtual function override (no need to bind manually).
virtual bool _has_point(const Vector2 &point) const override;
};
VARIANT_ENUM_CAST(Example, Constants);
#endif // ! EXAMPLE_CLASS_H
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