remove main namespace
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parent
0f4e77d4b7
commit
3478127e86
54
src/Main.cpp
54
src/Main.cpp
@ -2,41 +2,41 @@
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#include <SceneTree.hpp>
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void alai::main::Main::_register_methods()
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void alai::Main::_register_methods()
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{
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godot::register_method("_ready", &Main::_ready);
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godot::register_method("_physics_process", &Main::_physics_process);
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godot::register_method("_on_monitor_loaded", &Main::_on_monitor_loaded);
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godot::register_property<Main, godot::String>("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(main::game_version.c_str()));
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godot::register_property<Main, godot::String>("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(alai::game_version.c_str()));
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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"));
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godot::register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
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godot::register_property<Main, godot::Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
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godot::register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
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godot::register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, alai::full_screen);
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godot::register_property<Main, godot::Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, alai::window_size);
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godot::register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, alai::launch_screen);
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godot::register_signal<Main>("monitor_loaded");
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}
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alai::main::Main::Main()
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alai::Main::Main()
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{
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}
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alai::main::Main::~Main()
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alai::Main::~Main()
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{
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}
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void alai::main::Main::_init()
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void alai::Main::_init()
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{
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_os = godot::OS::get_singleton();
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_input = godot::Input::get_singleton();
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_project_settings = godot::ProjectSettings::get_singleton();
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_resource_loader = godot::ResourceLoader::get_singleton();
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game_version = godot::String(main::game_version.c_str());
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full_screen = main::full_screen;
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window_size = main::window_size;
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launch_screen = main::launch_screen;
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game_version = godot::String(alai::game_version.c_str());
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full_screen = alai::full_screen;
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window_size = alai::window_size;
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launch_screen = alai::launch_screen;
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}
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void alai::main::Main::_ready()
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void alai::Main::_ready()
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{
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auto success = _project_settings->load_resource_pack("monitor.pck");
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if (success)
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@ -84,7 +84,7 @@ void alai::main::Main::_ready()
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}
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}
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void alai::main::Main::_on_monitor_loaded()
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void alai::Main::_on_monitor_loaded()
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{
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if (level != nullptr)
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{
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@ -94,7 +94,7 @@ void alai::main::Main::_on_monitor_loaded()
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}
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}
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void alai::main::Main::load_monitor()
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void alai::Main::load_monitor()
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{
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godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
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add_child(monitor_scene->instance());
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@ -103,7 +103,7 @@ void alai::main::Main::load_monitor()
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get_tree()->set_pause(true);
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}
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godot::Node *alai::main::Main::load_level()
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godot::Node *alai::Main::load_level()
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{
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if (level != nullptr)
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{
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@ -116,7 +116,7 @@ godot::Node *alai::main::Main::load_level()
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return nullptr;
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}
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void alai::main::Main::_physics_process(float delta)
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void alai::Main::_physics_process(float delta)
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{
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if (_input->is_action_just_pressed("ui_cancel"))
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{
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@ -124,52 +124,52 @@ void alai::main::Main::_physics_process(float delta)
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}
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}
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void alai::main::Main::set_level(godot::Ref<godot::PackedScene> level)
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void alai::Main::set_level(godot::Ref<godot::PackedScene> level)
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{
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this->level = level;
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}
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godot::Ref<godot::PackedScene> alai::main::Main::get_level()
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godot::Ref<godot::PackedScene> alai::Main::get_level()
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{
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return this->level;
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}
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void alai::main::Main::set_game_version(godot::String game_version)
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void alai::Main::set_game_version(godot::String game_version)
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{
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this->game_version = game_version;
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}
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godot::String alai::main::Main::get_game_version()
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godot::String alai::Main::get_game_version()
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{
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return this->game_version;
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}
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void alai::main::Main::set_full_screen(bool full_screen)
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void alai::Main::set_full_screen(bool full_screen)
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{
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this->full_screen = full_screen;
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}
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bool alai::main::Main::get_full_screen()
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bool alai::Main::get_full_screen()
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{
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return this->full_screen;
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}
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void alai::main::Main::set_window_size(godot::Vector2 window_size)
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void alai::Main::set_window_size(godot::Vector2 window_size)
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{
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this-> window_size = window_size;
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}
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godot::Vector2 alai::main::Main::get_window_size()
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godot::Vector2 alai::Main::get_window_size()
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{
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return this->window_size;
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}
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void alai::main::Main::set_launch_screen(int8_t launch_screen)
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void alai::Main::set_launch_screen(int8_t launch_screen)
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{
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this->launch_screen = launch_screen;
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}
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int8_t alai::main::Main::get_launch_screen()
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int8_t alai::Main::get_launch_screen()
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{
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if (this->launch_screen == -1)
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{
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@ -17,12 +17,6 @@
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* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
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*/
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namespace alai
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{
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/**
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* @brief This namespace houses some global variables and the main class.
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*
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*/
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namespace main
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{
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/**
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* @brief The default value for the game version.
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@ -237,6 +231,5 @@ namespace alai
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Node *load_level();
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};
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}
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}
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#endif
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@ -41,7 +41,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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godot::register_class<alai::StateMachine>();
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godot::register_class<alai::State>();
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godot::register_class<alai::main::Main>();
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godot::register_class<alai::Main>();
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godot::register_class<alai::CameraLimit>();
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godot::register_class<alai::player::Player>();
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godot::register_class<alai::player::PlayerIdle>();
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