Normalized additional macros to ensure that everything works without client code needing using

This commit is contained in:
Bradley Clemetson
2021-12-18 15:16:14 -08:00
parent f3315aeff6
commit 76c4adb7f8
2 changed files with 7 additions and 7 deletions

View File

@@ -121,17 +121,17 @@ public:
};
#define BIND_CONSTANT(m_constant) \
ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
godot::ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
#define BIND_ENUM_CONSTANT(m_constant) \
ClassDB::bind_integer_constant(get_class_static(), __constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
godot::ClassDB::bind_integer_constant(get_class_static(), godot::__constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
#define BIND_VIRTUAL_METHOD(m_class, m_method) \
{ \
auto ___call##m_method = [](GDNativeObjectPtr p_instance, const GDNativeTypePtr *p_args, GDNativeTypePtr p_ret) -> void { \
call_with_ptr_args(reinterpret_cast<m_class *>(p_instance), &m_class::m_method, p_args, p_ret); \
}; \
ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
godot::ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
}
template <class T>