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https://github.com/godotengine/godot-cpp.git
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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.
45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
#ifndef GODOT_CPP_CONFIGFILE_HPP
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#define GODOT_CPP_CONFIGFILE_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 <Reference.hpp>
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namespace godot {
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class ConfigFile : public Reference {
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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 *) "ConfigFile"; }
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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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// constants
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static ConfigFile *_new();
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// methods
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void set_value(const String section, const String key, const Variant value);
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Variant get_value(const String section, const String key, const Variant _default = Variant()) const;
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bool has_section(const String section) const;
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bool has_section_key(const String section, const String key) const;
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PoolStringArray get_sections() const;
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PoolStringArray get_section_keys(const String section) const;
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void erase_section(const String section);
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Error load(const String path);
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Error save(const String path);
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};
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}
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#endif |