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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_COLLISIONPOLYGON2D_HPP
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#define GODOT_CPP_COLLISIONPOLYGON2D_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 <CollisionPolygon2D.hpp>
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#include <Node2D.hpp>
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namespace godot {
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class CollisionPolygon2D : 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 *) "CollisionPolygon2D"; }
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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 BuildMode {
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BUILD_SOLIDS = 0,
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BUILD_SEGMENTS = 1,
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};
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// constants
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static CollisionPolygon2D *_new();
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// methods
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void set_polygon(const PoolVector2Array polygon);
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PoolVector2Array get_polygon() const;
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void set_build_mode(const int64_t build_mode);
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CollisionPolygon2D::BuildMode get_build_mode() const;
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void set_disabled(const bool disabled);
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bool is_disabled() const;
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void set_one_way_collision(const bool enabled);
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bool is_one_way_collision_enabled() const;
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};
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}
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#endif |