feature/cleanup #33
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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381
src/Main.h
381
src/Main.h
@ -19,224 +19,217 @@
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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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* @brief The default value for the game version.
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*
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*/
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namespace main
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const std::string game_version = "0.1.0";
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/**
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* @brief The default value for if the game should start in full screen.
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*
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*/
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const bool full_screen = false;
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/**
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* @brief The default resolution for the game window.
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*
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*/
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const godot::Vector2 window_size = godot::Vector2(1280, 720);
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/**
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* @brief The default screen the the game should open on.
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*
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* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
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*/
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const int8_t launch_screen = -1;
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/**
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* @brief This class controls the Main node.
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*
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* @details The main node is responsible for controlling the window and the game itself is a child of it.
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*/
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class Main : public godot::Node
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{
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/**
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* @brief The default value for the game version.
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*
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*/
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const std::string game_version = "0.1.0";
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/**
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* @brief The default value for if the game should start in full screen.
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*
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*/
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const bool full_screen = false;
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/**
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* @brief The default resolution for the game window.
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*
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*/
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const godot::Vector2 window_size = godot::Vector2(1280, 720);
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/**
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* @brief The default screen the the game should open on.
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*
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* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
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*/
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const int8_t launch_screen = -1;
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GODOT_CLASS(Main, godot::Node)
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/**
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* @brief This class controls the Main node.
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*
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* @details The main node is responsible for controlling the window and the game itself is a child of it.
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*/
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class Main : public godot::Node
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{
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GODOT_CLASS(Main, godot::Node)
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private:
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/**
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* @brief OS singleton.
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*
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*/
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godot::OS *_os;
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/**
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* @brief Input singleton.
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*
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*/
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godot::Input *_input;
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/**
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* @brief ProjectSettings singleton.
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*
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*/
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godot::ProjectSettings *_project_settings;
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/**
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* @brief ResourceLoader singleton.
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*
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*/
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godot::ResourceLoader *_resource_loader;
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private:
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/**
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* @brief OS singleton.
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*
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*/
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godot::OS *_os;
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/**
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* @brief Input singleton.
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*
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*/
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godot::Input *_input;
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/**
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* @brief ProjectSettings singleton.
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*
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*/
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godot::ProjectSettings *_project_settings;
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/**
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* @brief ResourceLoader singleton.
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*
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*/
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godot::ResourceLoader *_resource_loader;
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/**
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* @brief The first level to load
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*
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*/
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godot::Ref<godot::PackedScene> level;
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/**
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* @brief The current version of the game.
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*
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*/
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godot::String game_version;
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/**
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* @brief If the window is full screen or not.
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*
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*/
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bool full_screen;
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/**
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* @brief The size of the window.
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*
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*/
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godot::Vector2 window_size;
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/**
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* @brief The screen to launch the game on.
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*
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*/
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int8_t launch_screen;
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/**
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* @brief The first level to load
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*
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*/
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godot::Ref<godot::PackedScene> level;
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/**
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* @brief The current version of the game.
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*
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*/
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godot::String game_version;
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/**
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* @brief If the window is full screen or not.
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*
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*/
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bool full_screen;
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/**
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* @brief The size of the window.
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*
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*/
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godot::Vector2 window_size;
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/**
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* @brief The screen to launch the game on.
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*
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*/
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int8_t launch_screen;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new Main object.
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*
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*/
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Main();
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/**
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* @brief Construct a new Main object.
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*
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*/
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Main();
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/**
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* @brief Destroy the Main object.
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*
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*/
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~Main();
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/**
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* @brief Destroy the Main object.
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*
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*/
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~Main();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Code to be run when ready.
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*
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief Code to be run when ready.
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*
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief This class handles the physics processing.
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*
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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*/
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void _physics_process(float delta);
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/**
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* @brief This class handles the physics processing.
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*
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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*/
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void _physics_process(float delta);
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/**
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* @brief Set the level object.
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*
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* @param[in] level The new level to load when starting.
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*/
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void set_level(godot::Ref<godot::PackedScene> level);
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/**
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* @brief Set the level object.
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*
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* @param[in] level The new level to load when starting.
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*/
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void set_level(godot::Ref<godot::PackedScene> level);
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/**
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* @brief Get the level object.
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*
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* @return Ref<PackedScene> The level scene to load.
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*/
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godot::Ref<godot::PackedScene> get_level();
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/**
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* @brief Get the level object.
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*
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* @return Ref<PackedScene> The level scene to load.
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*/
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godot::Ref<godot::PackedScene> get_level();
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/**
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* @brief Set the game version object.
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*
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* @param[in] game_version The new version fo the game.
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*/
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void set_game_version(godot::String game_version);
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/**
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* @brief Set the game version object.
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*
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* @param[in] game_version The new version fo the game.
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*/
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void set_game_version(godot::String game_version);
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/**
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* @brief Get the game version object.
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*
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* @return String The current version of the game.
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*/
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godot::String get_game_version();
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/**
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* @brief Get the game version object.
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*
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* @return String The current version of the game.
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*/
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godot::String get_game_version();
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/**
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* @brief Set the full screen object.
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*
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* @param[in] full_screen The new full screen state.
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*/
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void set_full_screen(bool full_screen);
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/**
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* @brief Set the full screen object.
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*
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* @param[in] full_screen The new full screen state.
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*/
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void set_full_screen(bool full_screen);
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/**
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* @brief Get the full screen object.
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*
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* @return true If full screen.
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* @return false If not full screen.
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*/
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bool get_full_screen();
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/**
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* @brief Get the full screen object.
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*
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* @return true If full screen.
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* @return false If not full screen.
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*/
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bool get_full_screen();
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/**
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* @brief Set the window size object.
|
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*
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* @param[in] window_size The new window size.
|
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*/
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void set_window_size(godot::Vector2 window_size);
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|
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/**
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* @brief Set the window size object.
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*
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* @param[in] window_size The new window size.
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*/
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void set_window_size(godot::Vector2 window_size);
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/**
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* @brief Get the window size object.
|
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*
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* @return Vector2 The window size.
|
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*/
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godot::Vector2 get_window_size();
|
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|
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/**
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* @brief Get the window size object.
|
||||
*
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* @return Vector2 The window size.
|
||||
*/
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godot::Vector2 get_window_size();
|
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/**
|
||||
* @brief Set the launch screen object.
|
||||
*
|
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* @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
|
||||
|
@ -41,7 +41,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
|
||||
godot::register_class<alai::StateMachine>();
|
||||
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::player::Player>();
|
||||
godot::register_class<alai::player::PlayerIdle>();
|
||||
|
Loading…
Reference in New Issue
Block a user