cleanup c++ code

This commit is contained in:
2022-08-26 19:27:57 -04:00
parent 8321c8a610
commit 0f4e77d4b7
19 changed files with 340 additions and 351 deletions

View File

@@ -3,20 +3,20 @@
#include <string>
#include <Godot.hpp>
#include <Input.hpp>
#include <Node.hpp>
#include <OS.hpp>
#include <Input.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
#include <ProjectSettings.hpp>
#include <Ref.hpp>
#include <ResourceLoader.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
* @brief This is the alai namespace for all the code included in the game.
*
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/
namespace godot
namespace alai
{
/**
* @brief This namespace houses some global variables and the main class.
@@ -38,7 +38,7 @@ namespace godot
* @brief The default resolution for the game window.
*
*/
const Vector2 window_size = Vector2(1280, 720);
const godot::Vector2 window_size = godot::Vector2(1280, 720);
/**
* @brief The default screen the the game should open on.
*
@@ -49,44 +49,44 @@ namespace godot
/**
* @brief This class controls the Main node.
*
* @details The main node is responsible for controling the window and the game iteself is a child of it.
* @details The main node is responsible for controlling the window and the game itself is a child of it.
*/
class Main : public Node
class Main : public godot::Node
{
GODOT_CLASS(Main, Node)
GODOT_CLASS(Main, godot::Node)
private:
/**
* @brief OS singleton.
*
*/
OS *_os;
godot::OS *_os;
/**
* @brief Input singleton.
*
*/
Input *_input;
godot::Input *_input;
/**
* @brief ProjectSettings singleton.
*
*/
ProjectSettings *_project_settings;
godot::ProjectSettings *_project_settings;
/**
* @brief ResourceLoader singleton.
*
*/
ResourceLoader *_resource_loader;
godot::ResourceLoader *_resource_loader;
/**
* @brief The first level to load
*
*/
Ref<PackedScene> level;
godot::Ref<godot::PackedScene> level;
/**
* @brief The current version of the game.
*
*/
String game_version;
godot::String game_version;
/**
* @brief If the window is full screen or not.
*
@@ -96,7 +96,7 @@ namespace godot
* @brief The size of the window.
*
*/
Vector2 window_size;
godot::Vector2 window_size;
/**
* @brief The screen to launch the game on.
*
@@ -151,28 +151,28 @@ namespace godot
*
* @param[in] level The new level to load when starting.
*/
void set_level(Ref<PackedScene> level);
void set_level(godot::Ref<godot::PackedScene> level);
/**
* @brief Get the level object.
*
* @return Ref<PackedScene> The level scene to load.
*/
Ref<PackedScene> get_level();
godot::Ref<godot::PackedScene> get_level();
/**
* @brief Set the game version object.
*
* @param[in] game_version The new version fo the game.
*/
void set_game_version(String game_version);
void set_game_version(godot::String game_version);
/**
* @brief Get the game version object.
*
* @return String The current version of the game.
*/
String get_game_version();
godot::String get_game_version();
/**
* @brief Set the full screen object.
@@ -194,14 +194,14 @@ namespace godot
*
* @param[in] window_size The new window size.
*/
void set_window_size(Vector2 window_size);
void set_window_size(godot::Vector2 window_size);
/**
* @brief Get the window size object.
*
* @return Vector2 The window size.
*/
Vector2 get_window_size();
godot::Vector2 get_window_size();
/**
* @brief Set the launch screen object.
@@ -217,9 +217,23 @@ namespace godot
*/
int8_t get_launch_screen();
/**
* @brief Called when the monitor finishes loading.
*
*/
void _on_monitor_loaded();
/**
* @brief Loads the monitor and adds it to the scene.
*
*/
void load_monitor();
/**
* @brief Loads the selected level.
*
* @return Node* The level node which we will later add the monitor to.
*/
Node *load_level();
};
}