mirror of
https://github.com/Relintai/props_2d.git
synced 2024-11-12 10:25:01 +01:00
Updated register_types.h and cpp to the current godot 4 style.
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@ -77,86 +77,92 @@ SOFTWARE.
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static Prop2DUtils *prop_utils = NULL;
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static Prop2DCache *prop_texture_cache = NULL;
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void register_props_2d_types() {
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ClassDB::register_class<TiledWall2D>();
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ClassDB::register_class<TiledWall2DData>();
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void initialize_props_2d_module(ModuleInitializationLevel p_level) {
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
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GDREGISTER_CLASS(TiledWall2D);
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GDREGISTER_CLASS(TiledWall2DData);
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ClassDB::register_class<Prop2DLight>();
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GDREGISTER_CLASS(Prop2DLight);
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ClassDB::register_class<Prop2DData>();
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ClassDB::register_class<Prop2DDataEntry>();
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ClassDB::register_class<Prop2DDataScene>();
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ClassDB::register_class<Prop2DDataLight>();
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ClassDB::register_class<Prop2DDataProp2D>();
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ClassDB::register_class<Prop2DDataTiledWall2D>();
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ClassDB::register_class<Prop2DDataSprite>();
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GDREGISTER_CLASS(Prop2DData);
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GDREGISTER_CLASS(Prop2DDataEntry);
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GDREGISTER_CLASS(Prop2DDataScene);
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GDREGISTER_CLASS(Prop2DDataLight);
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GDREGISTER_CLASS(Prop2DDataProp2D);
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GDREGISTER_CLASS(Prop2DDataTiledWall2D);
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GDREGISTER_CLASS(Prop2DDataSprite);
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#if VERSION_MINOR >= 4
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ClassDB::register_class<Prop2DDataPortal>();
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GDREGISTER_CLASS(Prop2DDataPortal);
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#endif
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ClassDB::register_class<GroundClutter2D>();
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ClassDB::register_class<GroundClutter2DFoliage>();
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GDREGISTER_CLASS(GroundClutter2D);
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GDREGISTER_CLASS(GroundClutter2DFoliage);
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ClassDB::register_class<Prop2DMesher>();
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GDREGISTER_CLASS(Prop2DMesher);
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ClassDB::register_class<Prop2DInstance>();
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ClassDB::register_class<Prop2DInstanceMerger>();
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GDREGISTER_CLASS(Prop2DInstance);
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GDREGISTER_CLASS(Prop2DInstanceMerger);
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ClassDB::register_class<Prop2DESSEntity>();
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GDREGISTER_CLASS(Prop2DESSEntity);
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ClassDB::register_class<Prop2DInstanceJob>();
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ClassDB::register_class<Prop2DInstanceProp2DJob>();
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GDREGISTER_CLASS(Prop2DInstanceJob);
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GDREGISTER_CLASS(Prop2DInstanceProp2DJob);
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ClassDB::register_class<Prop2DTextureJob>();
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GDREGISTER_CLASS(Prop2DTextureJob);
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ClassDB::register_class<Prop2DSceneInstance>();
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GDREGISTER_CLASS(Prop2DSceneInstance);
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ClassDB::register_class<Prop2DMaterialCache>();
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GDREGISTER_CLASS(Prop2DMaterialCache);
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#ifdef TEXTURE_PACKER_PRESENT
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ClassDB::register_class<Prop2DMaterialCachePCM>();
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GDREGISTER_CLASS(Prop2DMaterialCachePCM);
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#endif
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prop_utils = memnew(Prop2DUtils);
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ClassDB::register_class<Prop2DUtils>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("Prop2DUtils", Prop2DUtils::get_singleton()));
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prop_utils = memnew(Prop2DUtils);
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GDREGISTER_CLASS(Prop2DUtils);
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Engine::get_singleton()->add_singleton(Engine::Singleton("Prop2DUtils", Prop2DUtils::get_singleton()));
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prop_texture_cache = memnew(Prop2DCache);
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ClassDB::register_class<Prop2DCache>();
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Engine::get_singleton()->add_singleton(Engine::Singleton("Prop2DCache", Prop2DCache::get_singleton()));
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prop_texture_cache = memnew(Prop2DCache);
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GDREGISTER_CLASS(Prop2DCache);
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Engine::get_singleton()->add_singleton(Engine::Singleton("Prop2DCache", Prop2DCache::get_singleton()));
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Ref<Prop2DDataLight> light_processor = Ref<Prop2DDataLight>(memnew(Prop2DDataLight));
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Prop2DUtils::add_processor(light_processor);
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Ref<Prop2DDataLight> light_processor = Ref<Prop2DDataLight>(memnew(Prop2DDataLight));
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Prop2DUtils::add_processor(light_processor);
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Ref<Prop2DDataProp2D> prop_processor = Ref<Prop2DDataProp2D>(memnew(Prop2DDataProp2D));
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Prop2DUtils::add_processor(prop_processor);
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Ref<Prop2DDataProp2D> prop_processor = Ref<Prop2DDataProp2D>(memnew(Prop2DDataProp2D));
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Prop2DUtils::add_processor(prop_processor);
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Ref<Prop2DDataScene> scene_processor = Ref<Prop2DDataScene>(memnew(Prop2DDataScene));
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Prop2DUtils::add_processor(scene_processor);
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Ref<Prop2DDataScene> scene_processor = Ref<Prop2DDataScene>(memnew(Prop2DDataScene));
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Prop2DUtils::add_processor(scene_processor);
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#if VERSION_MINOR >= 4
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Ref<Prop2DDataPortal> portal_processor = Ref<Prop2DDataPortal>(memnew(Prop2DDataPortal));
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Prop2DUtils::add_processor(portal_processor);
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Ref<Prop2DDataPortal> portal_processor = Ref<Prop2DDataPortal>(memnew(Prop2DDataPortal));
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Prop2DUtils::add_processor(portal_processor);
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#endif
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Ref<Prop2DDataTiledWall2D> tiled_wall_processor = Ref<Prop2DDataTiledWall2D>(memnew(Prop2DDataTiledWall2D));
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Prop2DUtils::add_processor(tiled_wall_processor);
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Ref<Prop2DDataTiledWall2D> tiled_wall_processor = Ref<Prop2DDataTiledWall2D>(memnew(Prop2DDataTiledWall2D));
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Prop2DUtils::add_processor(tiled_wall_processor);
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Ref<Prop2DDataSprite> sprite_processor = Ref<Prop2DDataSprite>(memnew(Prop2DDataSprite));
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Prop2DUtils::add_processor(sprite_processor);
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Ref<Prop2DDataSprite> sprite_processor = Ref<Prop2DDataSprite>(memnew(Prop2DDataSprite));
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Prop2DUtils::add_processor(sprite_processor);
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}
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#ifdef TOOLS_ENABLED
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EditorPlugins::add_by_type<Prop2DEditorPlugin>();
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if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
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EditorPlugins::add_by_type<Prop2DEditorPlugin>();
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}
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#endif
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}
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void unregister_props_2d_types() {
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if (prop_utils) {
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memdelete(prop_utils);
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}
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void uninitialize_props_2d_module(ModuleInitializationLevel p_level) {
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
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if (prop_utils) {
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memdelete(prop_utils);
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}
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if (prop_texture_cache) {
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memdelete(prop_texture_cache);
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if (prop_texture_cache) {
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memdelete(prop_texture_cache);
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}
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}
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}
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@ -23,7 +23,9 @@ SOFTWARE.
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#ifndef PROPS_2D_REGISTER_TYPES_H
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#define PROPS_2D_REGISTER_TYPES_H
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void register_props_2d_types();
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void unregister_props_2d_types();
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#include "modules/register_module_types.h"
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void initialize_props_2d_module(ModuleInitializationLevel p_level);
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void uninitialize_props_2d_module(ModuleInitializationLevel p_level);
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#endif
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