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This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes.
42 lines
1.0 KiB
C++
42 lines
1.0 KiB
C++
#ifndef GODOT_CPP_LIGHTOCCLUDER2D_HPP
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#define GODOT_CPP_LIGHTOCCLUDER2D_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include <Node2D.hpp>
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namespace godot {
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class OccluderPolygon2D;
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class LightOccluder2D : public Node2D {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "LightOccluder2D"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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// enums
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// constants
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static LightOccluder2D *_new();
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// methods
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void set_occluder_polygon(const Ref<OccluderPolygon2D> polygon);
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Ref<OccluderPolygon2D> get_occluder_polygon() const;
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void set_occluder_light_mask(const int64_t mask);
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int64_t get_occluder_light_mask() const;
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void _poly_changed();
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};
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}
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#endif |