mirror of
https://github.com/godotengine/godot-cpp.git
synced 2026-01-01 05:48:37 +03:00
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.
36 lines
743 B
C++
36 lines
743 B
C++
#ifndef GODOT_CPP_CHECKBUTTON_HPP
|
|
#define GODOT_CPP_CHECKBUTTON_HPP
|
|
|
|
|
|
#include <gdnative_api_struct.gen.h>
|
|
#include <stdint.h>
|
|
|
|
#include <core/CoreTypes.hpp>
|
|
#include <core/Ref.hpp>
|
|
|
|
#include <Button.hpp>
|
|
namespace godot {
|
|
|
|
|
|
class CheckButton : public Button {
|
|
public:
|
|
|
|
static void *___get_type_tag();
|
|
static void *___get_base_type_tag();
|
|
static inline const char *___get_class_name() { return (const char *) "CheckButton"; }
|
|
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 CheckButton *_new();
|
|
|
|
// methods
|
|
|
|
};
|
|
|
|
}
|
|
|
|
#endif |