Files
godot-cpp/include/gen/NativeScript.hpp
karroffel e9517a7b3b implemented instance binding data usage
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.
2018-07-25 14:06:08 +02:00

50 lines
1.3 KiB
C++

#ifndef GODOT_CPP_NATIVESCRIPT_HPP
#define GODOT_CPP_NATIVESCRIPT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Script.hpp>
namespace godot {
class GDNativeLibrary;
class Object;
class NativeScript : public Script {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "NativeScript"; }
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); }
// enums
// constants
static NativeScript *_new();
// methods
void set_class_name(const String class_name);
String get_class_name() const;
void set_library(const Ref<GDNativeLibrary> library);
Ref<GDNativeLibrary> get_library() const;
String get_class_documentation() const;
String get_method_documentation(const String method) const;
String get_signal_documentation(const String signal_name) const;
String get_property_documentation(const String path) const;
Object *new_(const Array& __var_args = Array());
template <class... Args> Object *new_(Args... args){
return new_(Array::make(args...));
}
};
}
#endif