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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.
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
#ifndef GODOT_CPP_STREAMPEERSSL_HPP
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#define GODOT_CPP_STREAMPEERSSL_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 <StreamPeerSSL.hpp>
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#include <StreamPeer.hpp>
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namespace godot {
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class StreamPeer;
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class StreamPeerSSL : public StreamPeer {
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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 *) "StreamPeerSSL"; }
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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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enum Status {
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STATUS_ERROR_HOSTNAME_MISMATCH = 3,
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STATUS_ERROR_NO_CERTIFICATE = 2,
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STATUS_CONNECTED = 1,
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STATUS_DISCONNECTED = 0,
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};
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// constants
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static StreamPeerSSL *_new();
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// methods
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void poll();
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Error accept_stream(const Ref<StreamPeer> stream);
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Error connect_to_stream(const Ref<StreamPeer> stream, const bool validate_certs = false, const String for_hostname = "");
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StreamPeerSSL::Status get_status() const;
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void disconnect_from_stream();
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};
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}
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#endif |