Renaming the class gdexample to GDExample to be more consistant with Godot

This commit is contained in:
Bastiaan Olij
2018-11-29 00:10:44 +11:00
parent 5519f9a1b1
commit 28af0e8562

View File

@@ -171,8 +171,8 @@ for the GDNative node we'll be creating. We will name it ``gdexample.h``:
namespace godot {
class gdexample : public Sprite {
GODOT_CLASS(gdexample, Sprite)
class GDExample : public Sprite {
GODOT_CLASS(GDExample, Sprite)
private:
float time_passed;
@@ -180,8 +180,8 @@ for the GDNative node we'll be creating. We will name it ``gdexample.h``:
public:
static void _register_methods();
gdexample();
~gdexample();
GDExample();
~GDExample();
void _init(); // our initializer called by Godot
@@ -202,8 +202,8 @@ for the GDNative node we'll be creating. We will name it ``gdexample.h``:
namespace godot {
class gdexample : public godot::GodotScript<Sprite> {
GODOT_CLASS(gdexample)
class GDExample : public godot::GodotScript<Sprite> {
GODOT_CLASS(GDExample)
private:
float time_passed;
@@ -211,8 +211,8 @@ for the GDNative node we'll be creating. We will name it ``gdexample.h``:
public:
static void _register_methods();
gdexample();
~gdexample();
GDExample();
~GDExample();
void _process(float delta);
};
@@ -257,23 +257,23 @@ Let's implement our functions by creating our ``gdexample.cpp`` file:
using namespace godot;
void gdexample::_register_methods() {
register_method("_process", &gdexample::_process);
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
}
gdexample::gdexample() {
GDExample::GDExample() {
}
gdexample::~gdexample() {
GDExample::~GDExample() {
// add your cleanup here
}
void gdexample::_init() {
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
}
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(10.0 + (10.0 * sin(time_passed * 2.0)), 10.0 + (10.0 * cos(time_passed * 1.5)));
@@ -287,20 +287,20 @@ Let's implement our functions by creating our ``gdexample.cpp`` file:
using namespace godot;
void gdexample::_register_methods() {
register_method((char *)"_process", &gdexample::_process);
void GDExample::_register_methods() {
register_method((char *)"_process", &GDExample::_process);
}
gdexample::gdexample() {
GDExample::GDExample() {
// Initialize any variables here
time_passed = 0.0;
}
gdexample::~gdexample() {
GDExample::~GDExample() {
// Add your cleanup procedure here
}
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(10.0 + (10.0 * sin(time_passed * 2.0)), 10.0 + (10.0 * cos(time_passed * 1.5)));
@@ -325,7 +325,7 @@ directly on our class.
There is one more C++ file we need; we'll name it ``gdlibrary.cpp``.
Our GDNative plugin can contain multiple NativeScripts, each with their
own header and source file like we've implemented ``gdexample`` up above.
own header and source file like we've implemented ``GDExample`` up above.
What we need now is a small bit of code that tells Godot about all the
NativeScripts in our GDNative plugin.
@@ -344,7 +344,7 @@ NativeScripts in our GDNative plugin.
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<godot::gdexample>();
godot::register_class<godot::GDExample>();
}
Note that we are not using the ``godot`` namespace here, since the
@@ -455,7 +455,7 @@ gdexample NativeScript.
[resource]
resource_name = "gdexample"
class_name = "gdexample"
class_name = "GDExample"
library = ExtResource( 1 )
_sections_unfolded = [ "Resource" ]
@@ -513,18 +513,18 @@ the methods we end up changing, don't remove the lines we're omitting:
.. tabs::
.. code-tab:: C++ NativeScript 1.1
void gdexample::_register_methods() {
register_method("_process", &gdexample::_process);
register_property<gdexample, float>("amplitude", &gdexample::amplitude, 10.0);
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
}
void gdexample::_init() {
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
}
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(
@@ -537,18 +537,18 @@ the methods we end up changing, don't remove the lines we're omitting:
.. code-tab:: C++ NativeScript 1.0
void gdexample::_register_methods() {
register_method((char *)"_process", &gdexample::_process);
register_property<gdexample, float>("amplitude", &gdexample::amplitude, 10.0);
void GDExample::_register_methods() {
register_method((char *)"_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
}
gdexample::gdexample() {
GDExample::GDExample() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
}
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(
@@ -584,20 +584,20 @@ methods that have changed so don't remove anything we're omitting:
.. tabs::
.. code-tab:: C++ NativeScript 1.1
void gdexample::_register_methods() {
register_method("_process", &gdexample::_process);
register_property<gdexample, float>("amplitude", &gdexample::amplitude, 10.0);
register_property<gdexample, float>("speed", &gdexample::set_speed, &gdexample::get_speed, 1.0);
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
}
void gdexample::_init() {
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
speed = 1.0;
}
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 new_position = Vector2(
@@ -608,30 +608,30 @@ methods that have changed so don't remove anything we're omitting:
set_position(new_position);
}
void gdexample::set_speed(float p_speed) {
void GDExample::set_speed(float p_speed) {
speed = p_speed;
}
float gdexample::get_speed() {
float GDExample::get_speed() {
return speed;
}
.. code-tab:: C++ NativeScript 1.0
void gdexample::_register_methods() {
register_method((char *)"_process", &gdexample::_process);
register_property<gdexample, float>("amplitude", &gdexample::amplitude, 10.0);
register_property<gdexample, float>("speed", &gdexample::set_speed, &gdexample::get_speed, 1.0);
void GDExample::_register_methods() {
register_method((char *)"_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
}
gdexample::gdexample() {
GDExample::GDExample() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
speed = 1.0;
}
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 new_position = Vector2(
@@ -642,11 +642,11 @@ methods that have changed so don't remove anything we're omitting:
owner->set_position(new_position);
}
void gdexample::set_speed(float p_speed) {
void GDExample::set_speed(float p_speed) {
speed = p_speed;
}
float gdexample::get_speed() {
float GDExample::get_speed() {
return speed;
}
@@ -671,7 +671,7 @@ object.
on the Godot side.
Modern C++ compilers are able to infer the class and variable type
and allow you to omit the ``<gdexample, float>`` part of our
and allow you to omit the ``<GDExample, float>`` part of our
``register_property`` method. we've had mixed experiences with this
however.
@@ -723,25 +723,25 @@ as follows:
.. tabs::
.. code-tab:: C++ NativeScript 1.1
void gdexample::_register_methods() {
register_method("_process", &gdexample::_process);
register_property<gdexample, float>("amplitude", &gdexample::amplitude, 10.0);
register_property<gdexample, float>("speed", &gdexample::set_speed, &gdexample::get_speed, 1.0);
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
register_signal<gdexample>((char *)"position_changed", "node", GODOT_VARIANT_TYPE_OBJECT, "new_pos", GODOT_VARIANT_TYPE_VECTOR2);
register_signal<GDExample>((char *)"position_changed", "node", GODOT_VARIANT_TYPE_OBJECT, "new_pos", GODOT_VARIANT_TYPE_VECTOR2);
}
.. code-tab:: C++ NativeScript 1.0
void gdexample::_register_methods() {
register_method((char *)"_process", &gdexample::_process);
register_property<gdexample, float>("amplitude", &gdexample::amplitude, 10.0);
register_property<gdexample, float>("speed", &gdexample::set_speed, &gdexample::get_speed, 1.0);
void GDExample::_register_methods() {
register_method((char *)"_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
Dictionary args;
args[Variant("node")] = Variant(Variant::OBJECT);
args[Variant("new_pos")] = Variant(Variant::VECTOR2);
register_signal<gdexample>((char *)"position_changed", args);
register_signal<GDExample>((char *)"position_changed", args);
}
Here we see a nice improvement in the latest version of godot-cpp where our
@@ -757,7 +757,7 @@ Next we'll need to change our ``_process`` method:
.. tabs::
.. code-tab:: C++ NativeScript 1.1
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 new_position = Vector2(
@@ -777,7 +777,7 @@ Next we'll need to change our ``_process`` method:
.. code-tab:: C++ NativeScript 1.0
void gdexample::_process(float delta) {
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 new_position = Vector2(