diff --git a/src/Main.cpp b/src/Main.cpp index 00d622f..5f5d179 100644 --- a/src/Main.cpp +++ b/src/Main.cpp @@ -2,41 +2,41 @@ #include -void alai::main::Main::_register_methods() +void alai::Main::_register_methods() { godot::register_method("_ready", &Main::_ready); godot::register_method("_physics_process", &Main::_physics_process); godot::register_method("_on_monitor_loaded", &Main::_on_monitor_loaded); - godot::register_property("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(main::game_version.c_str())); + godot::register_property("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(alai::game_version.c_str())); godot::register_property>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("PackedScene")); - godot::register_property("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen); - godot::register_property("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size); - godot::register_property("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen); + godot::register_property("full_screen", &Main::set_full_screen, &Main::get_full_screen, alai::full_screen); + godot::register_property("window_size", &Main::set_window_size, &Main::get_window_size, alai::window_size); + godot::register_property("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, alai::launch_screen); godot::register_signal
("monitor_loaded"); } -alai::main::Main::Main() +alai::Main::Main() { } -alai::main::Main::~Main() +alai::Main::~Main() { } -void alai::main::Main::_init() +void alai::Main::_init() { _os = godot::OS::get_singleton(); _input = godot::Input::get_singleton(); _project_settings = godot::ProjectSettings::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton(); - game_version = godot::String(main::game_version.c_str()); - full_screen = main::full_screen; - window_size = main::window_size; - launch_screen = main::launch_screen; + game_version = godot::String(alai::game_version.c_str()); + full_screen = alai::full_screen; + window_size = alai::window_size; + launch_screen = alai::launch_screen; } -void alai::main::Main::_ready() +void alai::Main::_ready() { auto success = _project_settings->load_resource_pack("monitor.pck"); if (success) @@ -84,7 +84,7 @@ void alai::main::Main::_ready() } } -void alai::main::Main::_on_monitor_loaded() +void alai::Main::_on_monitor_loaded() { if (level != nullptr) { @@ -94,7 +94,7 @@ void alai::main::Main::_on_monitor_loaded() } } -void alai::main::Main::load_monitor() +void alai::Main::load_monitor() { godot::Ref monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn"); add_child(monitor_scene->instance()); @@ -103,7 +103,7 @@ void alai::main::Main::load_monitor() get_tree()->set_pause(true); } -godot::Node *alai::main::Main::load_level() +godot::Node *alai::Main::load_level() { if (level != nullptr) { @@ -116,7 +116,7 @@ godot::Node *alai::main::Main::load_level() return nullptr; } -void alai::main::Main::_physics_process(float delta) +void alai::Main::_physics_process(float delta) { if (_input->is_action_just_pressed("ui_cancel")) { @@ -124,52 +124,52 @@ void alai::main::Main::_physics_process(float delta) } } -void alai::main::Main::set_level(godot::Ref level) +void alai::Main::set_level(godot::Ref level) { this->level = level; } -godot::Ref alai::main::Main::get_level() +godot::Ref alai::Main::get_level() { return this->level; } -void alai::main::Main::set_game_version(godot::String game_version) +void alai::Main::set_game_version(godot::String game_version) { this->game_version = game_version; } -godot::String alai::main::Main::get_game_version() +godot::String alai::Main::get_game_version() { return this->game_version; } -void alai::main::Main::set_full_screen(bool full_screen) +void alai::Main::set_full_screen(bool full_screen) { this->full_screen = full_screen; } -bool alai::main::Main::get_full_screen() +bool alai::Main::get_full_screen() { return this->full_screen; } -void alai::main::Main::set_window_size(godot::Vector2 window_size) +void alai::Main::set_window_size(godot::Vector2 window_size) { this-> window_size = window_size; } -godot::Vector2 alai::main::Main::get_window_size() +godot::Vector2 alai::Main::get_window_size() { return this->window_size; } -void alai::main::Main::set_launch_screen(int8_t launch_screen) +void alai::Main::set_launch_screen(int8_t launch_screen) { this->launch_screen = launch_screen; } -int8_t alai::main::Main::get_launch_screen() +int8_t alai::Main::get_launch_screen() { if (this->launch_screen == -1) { diff --git a/src/Main.h b/src/Main.h index a575dfb..5964f18 100644 --- a/src/Main.h +++ b/src/Main.h @@ -19,224 +19,217 @@ namespace alai { /** - * @brief This namespace houses some global variables and the main class. + * @brief The default value for the game version. * */ - namespace main + const std::string game_version = "0.1.0"; + /** + * @brief The default value for if the game should start in full screen. + * + */ + const bool full_screen = false; + /** + * @brief The default resolution for the game window. + * + */ + const godot::Vector2 window_size = godot::Vector2(1280, 720); + /** + * @brief The default screen the the game should open on. + * + * @details -1 opens it on the currently active screen. And 0 and above are the screens to use. + */ + const int8_t launch_screen = -1; + + /** + * @brief This class controls the Main node. + * + * @details The main node is responsible for controlling the window and the game itself is a child of it. + */ + class Main : public godot::Node { - /** - * @brief The default value for the game version. - * - */ - const std::string game_version = "0.1.0"; - /** - * @brief The default value for if the game should start in full screen. - * - */ - const bool full_screen = false; - /** - * @brief The default resolution for the game window. - * - */ - const godot::Vector2 window_size = godot::Vector2(1280, 720); - /** - * @brief The default screen the the game should open on. - * - * @details -1 opens it on the currently active screen. And 0 and above are the screens to use. - */ - const int8_t launch_screen = -1; + GODOT_CLASS(Main, godot::Node) - /** - * @brief This class controls the Main node. - * - * @details The main node is responsible for controlling the window and the game itself is a child of it. - */ - class Main : public godot::Node - { - GODOT_CLASS(Main, godot::Node) + private: + /** + * @brief OS singleton. + * + */ + godot::OS *_os; + /** + * @brief Input singleton. + * + */ + godot::Input *_input; + /** + * @brief ProjectSettings singleton. + * + */ + godot::ProjectSettings *_project_settings; + /** + * @brief ResourceLoader singleton. + * + */ + godot::ResourceLoader *_resource_loader; - private: - /** - * @brief OS singleton. - * - */ - godot::OS *_os; - /** - * @brief Input singleton. - * - */ - godot::Input *_input; - /** - * @brief ProjectSettings singleton. - * - */ - godot::ProjectSettings *_project_settings; - /** - * @brief ResourceLoader singleton. - * - */ - godot::ResourceLoader *_resource_loader; + /** + * @brief The first level to load + * + */ + godot::Ref level; + /** + * @brief The current version of the game. + * + */ + godot::String game_version; + /** + * @brief If the window is full screen or not. + * + */ + bool full_screen; + /** + * @brief The size of the window. + * + */ + godot::Vector2 window_size; + /** + * @brief The screen to launch the game on. + * + */ + int8_t launch_screen; - /** - * @brief The first level to load - * - */ - godot::Ref level; - /** - * @brief The current version of the game. - * - */ - godot::String game_version; - /** - * @brief If the window is full screen or not. - * - */ - bool full_screen; - /** - * @brief The size of the window. - * - */ - godot::Vector2 window_size; - /** - * @brief The screen to launch the game on. - * - */ - int8_t launch_screen; + public: + /** + * @brief This method registers classes with Godot. + * + * @details This method registers methods, properties, and signals with the Godot engine. + */ + static void _register_methods(); - public: - /** - * @brief This method registers classes with Godot. - * - * @details This method registers methods, properties, and signals with the Godot engine. - */ - static void _register_methods(); + /** + * @brief Construct a new Main object. + * + */ + Main(); - /** - * @brief Construct a new Main object. - * - */ - Main(); + /** + * @brief Destroy the Main object. + * + */ + ~Main(); - /** - * @brief Destroy the Main object. - * - */ - ~Main(); + /** + * @brief Initialize the class from Godot. + * + * @details This method is called just once when the Godot engine connects to the instance of the class. + */ + void _init(); - /** - * @brief Initialize the class from Godot. - * - * @details This method is called just once when the Godot engine connects to the instance of the class. - */ - void _init(); + /** + * @brief Code to be run when ready. + * + * @details This method is run when all the children of this node are ready. + */ + void _ready(); - /** - * @brief Code to be run when ready. - * - * @details This method is run when all the children of this node are ready. - */ - void _ready(); + /** + * @brief This class handles the physics processing. + * + * @details Every delta time, this function is called to check for input and update positioning. + * + * @param[in] delta The difference in time that passed since the last call to this method. + */ + void _physics_process(float delta); - /** - * @brief This class handles the physics processing. - * - * @details Every delta time, this function is called to check for input and update positioning. - * - * @param[in] delta The difference in time that passed since the last call to this method. - */ - void _physics_process(float delta); + /** + * @brief Set the level object. + * + * @param[in] level The new level to load when starting. + */ + void set_level(godot::Ref level); - /** - * @brief Set the level object. - * - * @param[in] level The new level to load when starting. - */ - void set_level(godot::Ref level); + /** + * @brief Get the level object. + * + * @return Ref The level scene to load. + */ + godot::Ref get_level(); - /** - * @brief Get the level object. - * - * @return Ref The level scene to load. - */ - godot::Ref get_level(); + /** + * @brief Set the game version object. + * + * @param[in] game_version The new version fo the game. + */ + void set_game_version(godot::String game_version); - /** - * @brief Set the game version object. - * - * @param[in] game_version The new version fo the game. - */ - void set_game_version(godot::String game_version); + /** + * @brief Get the game version object. + * + * @return String The current version of the game. + */ + godot::String get_game_version(); - /** - * @brief Get the game version object. - * - * @return String The current version of the game. - */ - godot::String get_game_version(); + /** + * @brief Set the full screen object. + * + * @param[in] full_screen The new full screen state. + */ + void set_full_screen(bool full_screen); - /** - * @brief Set the full screen object. - * - * @param[in] full_screen The new full screen state. - */ - void set_full_screen(bool full_screen); + /** + * @brief Get the full screen object. + * + * @return true If full screen. + * @return false If not full screen. + */ + bool get_full_screen(); - /** - * @brief Get the full screen object. - * - * @return true If full screen. - * @return false If not full screen. - */ - bool get_full_screen(); + /** + * @brief Set the window size object. + * + * @param[in] window_size The new window size. + */ + void set_window_size(godot::Vector2 window_size); - /** - * @brief Set the window size object. - * - * @param[in] window_size The new window size. - */ - void set_window_size(godot::Vector2 window_size); + /** + * @brief Get the window size object. + * + * @return Vector2 The window size. + */ + godot::Vector2 get_window_size(); - /** - * @brief Get the window size object. - * - * @return Vector2 The window size. - */ - godot::Vector2 get_window_size(); + /** + * @brief Set the launch screen object. + * + * @param[in] launch_screen The launch screen to use. + */ + void set_launch_screen(int8_t launch_screen); - /** - * @brief Set the launch screen object. - * - * @param[in] launch_screen The launch screen to use. - */ - void set_launch_screen(int8_t launch_screen); + /** + * @brief Get the launch screen object. + * + * @return int8_t The launch screen. + */ + int8_t get_launch_screen(); - /** - * @brief Get the launch screen object. - * - * @return int8_t The launch screen. - */ - int8_t get_launch_screen(); + /** + * @brief Called when the monitor finishes loading. + * + */ + void _on_monitor_loaded(); - /** - * @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 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(); - }; - } + /** + * @brief Loads the selected level. + * + * @return Node* The level node which we will later add the monitor to. + */ + Node *load_level(); + }; } #endif diff --git a/src/godot.cpp b/src/godot.cpp index a8a9017..f83b9d3 100644 --- a/src/godot.cpp +++ b/src/godot.cpp @@ -41,7 +41,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) godot::register_class(); godot::register_class(); - godot::register_class(); + godot::register_class(); godot::register_class(); godot::register_class(); godot::register_class();