remove main namespace

This commit is contained in:
Chris Cromer 2022-08-26 21:02:40 -04:00
parent 0f4e77d4b7
commit 3478127e86
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
3 changed files with 215 additions and 222 deletions

View File

@ -2,41 +2,41 @@
#include <SceneTree.hpp> #include <SceneTree.hpp>
void alai::main::Main::_register_methods() void alai::Main::_register_methods()
{ {
godot::register_method("_ready", &Main::_ready); godot::register_method("_ready", &Main::_ready);
godot::register_method("_physics_process", &Main::_physics_process); godot::register_method("_physics_process", &Main::_physics_process);
godot::register_method("_on_monitor_loaded", &Main::_on_monitor_loaded); godot::register_method("_on_monitor_loaded", &Main::_on_monitor_loaded);
godot::register_property<Main, godot::String>("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(main::game_version.c_str())); godot::register_property<Main, godot::String>("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(alai::game_version.c_str()));
godot::register_property<Main, godot::Ref<godot::PackedScene>>("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<Main, godot::Ref<godot::PackedScene>>("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<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen); godot::register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, alai::full_screen);
godot::register_property<Main, godot::Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size); godot::register_property<Main, godot::Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, alai::window_size);
godot::register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen); godot::register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, alai::launch_screen);
godot::register_signal<Main>("monitor_loaded"); godot::register_signal<Main>("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(); _os = godot::OS::get_singleton();
_input = godot::Input::get_singleton(); _input = godot::Input::get_singleton();
_project_settings = godot::ProjectSettings::get_singleton(); _project_settings = godot::ProjectSettings::get_singleton();
_resource_loader = godot::ResourceLoader::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton();
game_version = godot::String(main::game_version.c_str()); game_version = godot::String(alai::game_version.c_str());
full_screen = main::full_screen; full_screen = alai::full_screen;
window_size = main::window_size; window_size = alai::window_size;
launch_screen = main::launch_screen; launch_screen = alai::launch_screen;
} }
void alai::main::Main::_ready() void alai::Main::_ready()
{ {
auto success = _project_settings->load_resource_pack("monitor.pck"); auto success = _project_settings->load_resource_pack("monitor.pck");
if (success) 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) 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<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn"); godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
add_child(monitor_scene->instance()); add_child(monitor_scene->instance());
@ -103,7 +103,7 @@ void alai::main::Main::load_monitor()
get_tree()->set_pause(true); get_tree()->set_pause(true);
} }
godot::Node *alai::main::Main::load_level() godot::Node *alai::Main::load_level()
{ {
if (level != nullptr) if (level != nullptr)
{ {
@ -116,7 +116,7 @@ godot::Node *alai::main::Main::load_level()
return nullptr; 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")) 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<godot::PackedScene> level) void alai::Main::set_level(godot::Ref<godot::PackedScene> level)
{ {
this->level = level; this->level = level;
} }
godot::Ref<godot::PackedScene> alai::main::Main::get_level() godot::Ref<godot::PackedScene> alai::Main::get_level()
{ {
return this->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; this->game_version = game_version;
} }
godot::String alai::main::Main::get_game_version() godot::String alai::Main::get_game_version()
{ {
return this->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; this->full_screen = full_screen;
} }
bool alai::main::Main::get_full_screen() bool alai::Main::get_full_screen()
{ {
return this->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; this-> window_size = window_size;
} }
godot::Vector2 alai::main::Main::get_window_size() godot::Vector2 alai::Main::get_window_size()
{ {
return this->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; 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) if (this->launch_screen == -1)
{ {

View File

@ -19,224 +19,217 @@
namespace alai 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
{ {
/** GODOT_CLASS(Main, 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;
/** private:
* @brief This class controls the Main node. /**
* * @brief OS singleton.
* @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::OS *_os;
{ /**
GODOT_CLASS(Main, godot::Node) * @brief Input singleton.
*
*/
godot::Input *_input;
/**
* @brief ProjectSettings singleton.
*
*/
godot::ProjectSettings *_project_settings;
/**
* @brief ResourceLoader singleton.
*
*/
godot::ResourceLoader *_resource_loader;
private: /**
/** * @brief The first level to load
* @brief OS singleton. *
* */
*/ godot::Ref<godot::PackedScene> level;
godot::OS *_os; /**
/** * @brief The current version of the game.
* @brief Input singleton. *
* */
*/ godot::String game_version;
godot::Input *_input; /**
/** * @brief If the window is full screen or not.
* @brief ProjectSettings singleton. *
* */
*/ bool full_screen;
godot::ProjectSettings *_project_settings; /**
/** * @brief The size of the window.
* @brief ResourceLoader singleton. *
* */
*/ godot::Vector2 window_size;
godot::ResourceLoader *_resource_loader; /**
* @brief The screen to launch the game on.
*
*/
int8_t launch_screen;
/** public:
* @brief The first level to load /**
* * @brief This method registers classes with Godot.
*/ *
godot::Ref<godot::PackedScene> level; * @details This method registers methods, properties, and signals with the Godot engine.
/** */
* @brief The current version of the game. static void _register_methods();
*
*/
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 Construct a new Main object.
* @brief This method registers classes with Godot. *
* */
* @details This method registers methods, properties, and signals with the Godot engine. Main();
*/
static void _register_methods();
/** /**
* @brief Construct a new Main object. * @brief Destroy the Main object.
* *
*/ */
Main(); ~Main();
/** /**
* @brief Destroy the Main object. * @brief Initialize the class from Godot.
* *
*/ * @details This method is called just once when the Godot engine connects to the instance of the class.
~Main(); */
void _init();
/** /**
* @brief Initialize the class from Godot. * @brief Code to be run when ready.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is run when all the children of this node are ready.
*/ */
void _init(); void _ready();
/** /**
* @brief Code to be run when ready. * @brief This class handles the physics processing.
* *
* @details This method is run when all the children of this node are ready. * @details Every delta time, this function is called to check for input and update positioning.
*/ *
void _ready(); * @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. * @brief Set the level object.
* *
* @details Every delta time, this function is called to check for input and update positioning. * @param[in] level The new level to load when starting.
* */
* @param[in] delta The difference in time that passed since the last call to this method. void set_level(godot::Ref<godot::PackedScene> level);
*/
void _physics_process(float delta);
/** /**
* @brief Set the level object. * @brief Get the level object.
* *
* @param[in] level The new level to load when starting. * @return Ref<PackedScene> The level scene to load.
*/ */
void set_level(godot::Ref<godot::PackedScene> level); godot::Ref<godot::PackedScene> get_level();
/** /**
* @brief Get the level object. * @brief Set the game version object.
* *
* @return Ref<PackedScene> The level scene to load. * @param[in] game_version The new version fo the game.
*/ */
godot::Ref<godot::PackedScene> get_level(); void set_game_version(godot::String game_version);
/** /**
* @brief Set the game version object. * @brief Get the game version object.
* *
* @param[in] game_version The new version fo the game. * @return String The current version of the game.
*/ */
void set_game_version(godot::String game_version); godot::String get_game_version();
/** /**
* @brief Get the game version object. * @brief Set the full screen object.
* *
* @return String The current version of the game. * @param[in] full_screen The new full screen state.
*/ */
godot::String get_game_version(); void set_full_screen(bool full_screen);
/** /**
* @brief Set the full screen object. * @brief Get the full screen object.
* *
* @param[in] full_screen The new full screen state. * @return true If full screen.
*/ * @return false If not full screen.
void set_full_screen(bool full_screen); */
bool get_full_screen();
/** /**
* @brief Get the full screen object. * @brief Set the window size object.
* *
* @return true If full screen. * @param[in] window_size The new window size.
* @return false If not full screen. */
*/ void set_window_size(godot::Vector2 window_size);
bool get_full_screen();
/** /**
* @brief Set the window size object. * @brief Get the window size object.
* *
* @param[in] window_size The new window size. * @return Vector2 The window size.
*/ */
void set_window_size(godot::Vector2 window_size); godot::Vector2 get_window_size();
/** /**
* @brief Get the window size object. * @brief Set the launch screen object.
* *
* @return Vector2 The window size. * @param[in] launch_screen The launch screen to use.
*/ */
godot::Vector2 get_window_size(); void set_launch_screen(int8_t launch_screen);
/** /**
* @brief Set the launch screen object. * @brief Get the launch screen object.
* *
* @param[in] launch_screen The launch screen to use. * @return int8_t The launch screen.
*/ */
void set_launch_screen(int8_t launch_screen); int8_t get_launch_screen();
/** /**
* @brief Get the launch screen object. * @brief Called when the monitor finishes loading.
* *
* @return int8_t The launch screen. */
*/ void _on_monitor_loaded();
int8_t get_launch_screen();
/** /**
* @brief Called when the monitor finishes loading. * @brief Loads the monitor and adds it to the scene.
* *
*/ */
void _on_monitor_loaded(); void load_monitor();
/** /**
* @brief Loads the monitor and adds it to the scene. * @brief Loads the selected level.
* *
*/ * @return Node* The level node which we will later add the monitor to.
void load_monitor(); */
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 #endif

View File

@ -41,7 +41,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::StateMachine>(); godot::register_class<alai::StateMachine>();
godot::register_class<alai::State>(); godot::register_class<alai::State>();
godot::register_class<alai::main::Main>(); godot::register_class<alai::Main>();
godot::register_class<alai::CameraLimit>(); godot::register_class<alai::CameraLimit>();
godot::register_class<alai::player::Player>(); godot::register_class<alai::player::Player>();
godot::register_class<alai::player::PlayerIdle>(); godot::register_class<alai::player::PlayerIdle>();