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- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
▼Nutils | |
CGameMode | Stores session-relevant data |
CGameRoot3D | The root of a game |
CGameState | Parent class for saved game state |
CIPlayer | Interface required for player nodes |
CLevel3D | 3D level root to be used with GameRoot3D |
▼CPlayerInput | An event-driven input observer |
CListener | A PlayerInput action listener |
CSpawnPoint3D | A location in the game world that the player can spawn at |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::GameMode, including all inherited members.
-_begin() | utils::GameMode | virtual |
_bind_methods() (defined in utils::GameMode) | utils::GameMode | privatestatic |
_end() | utils::GameMode | virtual |
GDCLASS(GameMode, gd::Resource) (defined in utils::GameMode) | utils::GameMode | private |
get_player_scene() const (defined in utils::GameMode) | utils::GameMode | |
player_scene | utils::GameMode | private |
set_player_scene(gd::Ref< gd::PackedScene > scene) (defined in utils::GameMode) | utils::GameMode |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
Stores session-relevant data. - More...
- -#include <game_mode.hpp>
-Private Member Functions | |
- | GDCLASS (GameMode, gd::Resource) |
-Static Private Member Functions | |
-static void | _bind_methods () |
-Private Attributes | |
-gd::Ref< gd::PackedScene > | player_scene {} |
The scene to instantiate when spawning a player. | |
Stores session-relevant data.
-Contains any data that is only needed for the duration of the current session/match. Use GameState instead if you want data to be saved between sessions. Will be destroyed when a level is loaded that does not match the same game mode class.
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- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::GameRoot3D, including all inherited members.
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- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
The root of a game. - More...
- -#include <game_root.hpp>
-Public Member Functions | |
-virtual void | _enter_tree () override |
-virtual void | _ready () override |
-virtual void | _exit_tree () override |
void | player_input_connected () |
Instantiate a new PlayerInput. | |
void | remove_player (uint32_t player_id) |
Force-disconnect a player. | |
-void | remove_all_players () |
bool | initialize_player (IPlayer *player, uint32_t id) |
Initialize and register a player instance. | |
void | reset_game_mode () |
Un-set game mode. | |
-Level3D * | load_level (gd::Ref< gd::PackedScene > level) |
shorthand for load_level(level, Transform3D()) | |
Level3D * | load_level_at (gd::Ref< gd::PackedScene > level, gd::Transform3D at) |
Load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'. | |
-void | unload_all_levels () |
Unload all currently loaded levels. | |
void | replace_levels (gd::Ref< gd::PackedScene > level) |
Replace all currently loaded levels with a new level. | |
-void | register_spawn_point (SpawnPoint3D *spawn_point) |
Register a spawnpoint for use when spawning players. | |
-void | unregister_spawn_point (SpawnPoint3D *spawn_point) |
-void | place_player_at_spawnpoint (IPlayer *player) |
-void | player_despawned (uint32_t id) |
void | set_game_mode (gd::Ref< GameMode > prototype) |
Override the current gamemode. | |
-GameMode * | get_game_mode () const |
get the current active game mode. | |
-GameState * | get_game_state () const |
Get the current active game state. | |
gd::HashMap< gd::StringName, Level3D * > & | get_levels () |
Returns all currently active levels. | |
-IPlayer * | get_player (uint32_t id) |
Get the player instance associated with id. | |
-gd::Vector< IPlayer * > | get_players () |
Get all players in a list. | |
-void | set_first_boot_level (gd::Ref< gd::PackedScene > level) |
-gd::Ref< gd::PackedScene > | get_first_boot_level () const |
-void | set_game_state_prototype (gd::Ref< GameState > game_state) |
-gd::Ref< GameState > | get_game_state_prototype () const |
-Static Public Member Functions | |
-static GameRoot3D * | get_singleton () |
get the current active singleton instance of GameRoot | |
-static bool | has_singleton () |
returns true if there is currently a singleton active for GameRoot | |
-Protected Member Functions | |
-void | grab_singleton () |
Attempt to make 'this' the current singleton instance. | |
void | release_singleton () |
Attempt to stop being the active singleton instance. | |
-uint32_t | find_empty_player_slot () const |
Find a Player Input device not yet associated with a player. | |
-IPlayer * | spawn_player (uint32_t id) |
Spawn a player to be associated with id. | |
-void | level_unloaded (gd::StringName scene_path) |
Callback for a level exiting the tree. | |
-Static Protected Member Functions | |
-static bool | is_valid_level (gd::Ref< gd::PackedScene > &level) |
Check if a scene is a valid level. | |
-Private Member Functions | |
- | GDCLASS (GameRoot3D, gd::Node) |
-Static Private Member Functions | |
-static void | _bind_methods () |
-Private Attributes | |
uint32_t | next_player_id {1} |
Next available player ID. | |
-gd::HashMap< uint32_t, gd::Pair< PlayerInput *, IPlayer * > > | players {} |
all players by id by input device. | |
-gd::RandomNumberGenerator | rng {} |
Global random number generator. | |
-gd::HashMap< gd::StringName, Level3D * > | levels {} |
all currently active levels identified by their resource paths. | |
-gd::Vector< SpawnPoint3D * > | spawn_points {} |
all currently available spawn points. | |
-gd::Ref< GameMode > | game_mode {} |
current active gamemode. | |
gd::Ref< GameState > | game_state {} |
Active game state. | |
-gd::Ref< gd::PackedScene > | first_boot_level {} |
The level to boot into on startup. | |
-gd::Ref< GameState > | game_state_prototype {} |
The default game state data used for game_state if no save data is available. | |
-Static Private Attributes | |
-static GameRoot3D * | singleton_instance {nullptr} |
The root of a game.
-A game root node that manages levels and input devices. Can be loaded at any point in a game's life, but suggested is setting this as the root of the boot scene.
-gd::HashMap< gd::StringName, Level3D * > & utils::GameRoot3D::get_levels | -( | -) | -- |
Returns all currently active levels.
-Levels are identified by their packed scene path.
- -bool utils::GameRoot3D::initialize_player | -( | -IPlayer * | -player, | -
- | - | uint32_t | -id | -
- | ) | -- |
Initialize and register a player instance.
-The player will be added to the tree and AFTER setup_player_input will be called. This way the player can initialize before setting up input
- -Level3D * utils::GameRoot3D::load_level_at | -( | -gd::Ref< gd::PackedScene > | -level, | -
- | - | gd::Transform3D | -at | -
- | ) | -- |
Load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'.
-at | Sets the root node's global transform. |
void utils::GameRoot3D::player_input_connected | -( | -) | -- |
Instantiate a new PlayerInput.
-Does not automatically spawn a new player, but does notify game mode.
- -
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- -protected | -
Attempt to stop being the active singleton instance.
-Only works if the current singleton is 'this'.
- -void utils::GameRoot3D::remove_player | -( | -uint32_t | -player_id | ) | -- |
Force-disconnect a player.
-Calls queue_free on the IPlayer instance
- -void utils::GameRoot3D::replace_levels | -( | -gd::Ref< gd::PackedScene > | -level | ) | -- |
Replace all currently loaded levels with a new level.
-Shorthand for
void utils::GameRoot3D::reset_game_mode | -( | -) | -- |
Un-set game mode.
-Shorthand for set_game_mode(Ref<GameMode>())
- -void utils::GameRoot3D::set_game_mode | -( | -gd::Ref< GameMode > | -prototype | ) | -- |
Override the current gamemode.
-Replaces game mode requires destroying and respawning all players
- -
-
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- -private | -
Active game state.
-Will be assigned loaded save data, or game_state_prototype if no save data is found.
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-
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- -private | -
Next available player ID.
-Default is 1 because 0 is the "invalid" player id.
- -
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::GameState, including all inherited members.
-_bind_methods() (defined in utils::GameState) | utils::GameState | privatestatic |
GDCLASS(GameState, godot::Resource) (defined in utils::GameState) | utils::GameState | private |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
Parent class for saved game state. - More...
- -#include <game_state.hpp>
-Private Member Functions | |
- | GDCLASS (GameState, godot::Resource) |
-Static Private Member Functions | |
-static void | _bind_methods () |
Parent class for saved game state.
-Inherit and add godot properties to save persistently.
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::IPlayer, including all inherited members.
-GameRoot3D (defined in utils::IPlayer) | utils::IPlayer | friend |
get_player_id() | utils::IPlayer | |
player_id (defined in utils::IPlayer) | utils::IPlayer | private |
setup_player_input(PlayerInput *input)=0 | utils::IPlayer | pure virtual |
spawn_at_position(gd::Transform3D const &at)=0 | utils::IPlayer | pure virtual |
to_node()=0 | utils::IPlayer | pure virtual |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
Interface required for player nodes. - More...
- -#include <player.hpp>
-Public Member Functions | |
virtual void | setup_player_input (PlayerInput *input)=0 |
Called by GameRoot3D when this player is instantiated or assigned a new PlayerInput. | |
-virtual gd::Node * | to_node ()=0 |
Convert IPlayer instance to node. | |
-virtual void | spawn_at_position (gd::Transform3D const &at)=0 |
Spawn the player at a given transform, usually the global transform of a SpawnPoint3D. | |
-uint32_t | get_player_id () |
Returns the player id assigned to this instance. | |
-Private Attributes | |
-std::optional< uint32_t > | player_id {std::nullopt} |
-Friends | |
-class | GameRoot3D |
Interface required for player nodes.
-Use multiple inheritance and implement IPlayer to make a regular node usable as a player with GameRoot3D.
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-
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- -pure virtual | -
Called by GameRoot3D when this player is instantiated or assigned a new PlayerInput.
-Use PlayerInput::listen_to to register input callbacks. There's no need to keep the input pointer around. As the instance is managed by the GameRoot3D.
- -
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::Level3D, including all inherited members.
-_bind_methods() (defined in utils::Level3D) | utils::Level3D | privatestatic |
game_mode_prototype | utils::Level3D | private |
GDCLASS(Level3D, gd::Node3D) (defined in utils::Level3D) | utils::Level3D | private |
get_game_mode_prototype() const (defined in utils::Level3D) | utils::Level3D | |
set_game_mode_prototype(gd::Ref< GameMode > prototype) (defined in utils::Level3D) | utils::Level3D |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
3D level root to be used with GameRoot3D. - More...
- -#include <level.hpp>
-Public Member Functions | |
-void | set_game_mode_prototype (gd::Ref< GameMode > prototype) |
-gd::Ref< GameMode > | get_game_mode_prototype () const |
-Private Member Functions | |
- | GDCLASS (Level3D, gd::Node3D) |
-Static Private Member Functions | |
-static void | _bind_methods () |
-Private Attributes | |
-gd::Ref< GameMode > | game_mode_prototype {} |
The starting state of the game mode to instantiate if this is the "leading" level. | |
3D level root to be used with GameRoot3D.
-The configured game mode will become the active GameMode in GameRoot3D if one does not exist yet.
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- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::PlayerInput, including all inherited members.
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
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-
An event-driven input observer. - More...
- -#include <player_input.hpp>
-Classes | |
struct | Listener |
A PlayerInput action listener. More... | |
-Public Member Functions | |
-virtual void | _enter_tree () override |
-virtual void | _exit_tree () override |
-virtual void | _unhandled_input (gd::Ref< gd::InputEvent > const &event) override |
-virtual void | _process (double deltaTime) override |
-void | listen_to (Listener const &listener) |
Start listening for action. | |
void | listen_to (gd::String action, gd::Callable callable) |
Start listening for action. | |
void | listen_to (gd::String negative, gd::String positive, gd::Callable callable) |
Start listening for action. | |
-void | stop_listening (Node *node) |
Remove any listeners related to node. | |
-void | stop_listening (Listener const &listener) |
Remove listeners exactly equal to listener. | |
-void | clear_listeners () |
Remove all listeners. | |
-void | set_device (int id) |
set the device observe events from. | |
-Static Public Member Functions | |
-static gd::Vector2 | get_last_mouse_motion () |
Returns the last stored mouse delta. | |
-Static Private Member Functions | |
-static void | _bind_methods () |
-Private Attributes | |
bool | isPrimary {false} |
Is this the primary instance. | |
-int | device {-1} |
which device to observe events from. | |
-gd::Vector< Listener > | listeners {} |
current listeners for this instance | |
An event-driven input observer.
-Listen for events with listen_to
, registering godot input action names to callbacks. It's possible to register an "axis" by registering a listener with a positive and negative action.
void utils::PlayerInput::listen_to | -( | -gd::String | -action, | -
- | - | gd::Callable | -callable | -
- | ) | -- |
Start listening for action.
-Shorthand for listen_to(Listener(action, callable))
.
void utils::PlayerInput::listen_to | -( | -gd::String | -negative, | -
- | - | gd::String | -positive, | -
- | - | gd::Callable | -callable | -
- | ) | -- |
Start listening for action.
-Shorthand for listen_to(Listener(negative, positive, callable))
.
-
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- -private | -
Is this the primary instance.
-The primary instance is responsible for updating static variables like lastMouseMotion.
- -
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
This is the complete list of members for utils::SpawnPoint3D, including all inherited members.
-_bind_methods() (defined in utils::SpawnPoint3D) | utils::SpawnPoint3D | privatestatic |
_enter_tree() override (defined in utils::SpawnPoint3D) | utils::SpawnPoint3D | virtual |
_exit_tree() override (defined in utils::SpawnPoint3D) | utils::SpawnPoint3D | virtual |
GDCLASS(SpawnPoint3D, gd::Node3D) (defined in utils::SpawnPoint3D) | utils::SpawnPoint3D | private |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
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-
A location in the game world that the player can spawn at. - More...
- -#include <spawn_point.hpp>
-Public Member Functions | |
-virtual void | _enter_tree () override |
-virtual void | _exit_tree () override |
-Private Member Functions | |
- | GDCLASS (SpawnPoint3D, gd::Node3D) |
-Static Private Member Functions | |
-static void | _bind_methods () |
A location in the game world that the player can spawn at.
-Registers and de-registers itself with the GameRoot3D to enable/disable this spawnpoint.
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-
Cutils::IPlayer | Interface required for player nodes |
Cutils::PlayerInput::Listener | A PlayerInput action listener |
▼Cgodot::Node | |
Cutils::GameRoot3D | The root of a game |
Cutils::PlayerInput | An event-driven input observer |
▼Cgodot::Node3D | |
Cutils::Level3D | 3D level root to be used with GameRoot3D |
Cutils::SpawnPoint3D | A location in the game world that the player can spawn at |
▼Cgodot::Resource | |
Cutils::GameMode | Stores session-relevant data |
Cutils::GameState | Parent class for saved game state |
- godot-cpp-utils
-
- A collection of utility classes, functions and macros for use with Godot and GDExtension.
- |
-