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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.
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#ifndef GODOT_CPP_AUDIOEFFECTDISTORTION_HPP
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#define GODOT_CPP_AUDIOEFFECTDISTORTION_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 <AudioEffectDistortion.hpp>
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#include <AudioEffect.hpp>
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namespace godot {
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class AudioEffectDistortion : public AudioEffect {
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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 *) "AudioEffectDistortion"; }
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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 Mode {
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MODE_OVERDRIVE = 3,
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MODE_LOFI = 2,
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MODE_ATAN = 1,
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MODE_WAVESHAPE = 4,
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MODE_CLIP = 0,
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};
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// constants
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static AudioEffectDistortion *_new();
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// methods
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void set_mode(const int64_t mode);
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AudioEffectDistortion::Mode get_mode() const;
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void set_pre_gain(const double pre_gain);
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double get_pre_gain() const;
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void set_keep_hf_hz(const double keep_hf_hz);
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double get_keep_hf_hz() const;
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void set_drive(const double drive);
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double get_drive() const;
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void set_post_gain(const double post_gain);
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double get_post_gain() const;
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};
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}
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#endif |