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C++ ADD_SIGNAL函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ADD_SIGNAL函数的典型用法代码示例。如果您正苦于以下问题:C++ ADD_SIGNAL函数的具体用法?C++ ADD_SIGNAL怎么用?C++ ADD_SIGNAL使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了ADD_SIGNAL函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: ADD_PROPERTY

void VisibilityNotifier2D::_bind_methods(){

	ClassDB::bind_method(_MD("set_rect","rect"),&VisibilityNotifier2D::set_rect);
	ClassDB::bind_method(_MD("get_rect"),&VisibilityNotifier2D::get_rect);
	ClassDB::bind_method(_MD("is_on_screen"),&VisibilityNotifier2D::is_on_screen);

	ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"),_SCS("set_rect"),_SCS("get_rect"));

	ADD_SIGNAL( MethodInfo("enter_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
	ADD_SIGNAL( MethodInfo("exit_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
	ADD_SIGNAL( MethodInfo("enter_screen"));
	ADD_SIGNAL( MethodInfo("exit_screen"));
}
开发者ID:lonesurvivor,项目名称:godot,代码行数:13,代码来源:visibility_notifier_2d.cpp


示例2: ADD_PROPERTY

void VisibilityNotifier::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibilityNotifier::set_aabb);
	ClassDB::bind_method(D_METHOD("get_aabb"), &VisibilityNotifier::get_aabb);
	ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier::is_on_screen);

	ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");

	ADD_SIGNAL(MethodInfo("camera_entered", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
	ADD_SIGNAL(MethodInfo("camera_exited", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera")));
	ADD_SIGNAL(MethodInfo("screen_entered"));
	ADD_SIGNAL(MethodInfo("screen_exited"));
}
开发者ID:93i,项目名称:godot,代码行数:13,代码来源:visibility_notifier.cpp


示例3: ADD_SIGNAL

void Sprite::_bind_methods() {

	ObjectTypeDB::bind_method(_MD("set_texture","texture:Texture"),&Sprite::set_texture);
	ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&Sprite::get_texture);

	ObjectTypeDB::bind_method(_MD("set_centered","centered"),&Sprite::set_centered);
	ObjectTypeDB::bind_method(_MD("is_centered"),&Sprite::is_centered);

	ObjectTypeDB::bind_method(_MD("set_offset","offset"),&Sprite::set_offset);
	ObjectTypeDB::bind_method(_MD("get_offset"),&Sprite::get_offset);

	ObjectTypeDB::bind_method(_MD("set_flip_h","flip_h"),&Sprite::set_flip_h);
	ObjectTypeDB::bind_method(_MD("is_flipped_h"),&Sprite::is_flipped_h);

	ObjectTypeDB::bind_method(_MD("set_flip_v","flip_v"),&Sprite::set_flip_v);
	ObjectTypeDB::bind_method(_MD("is_flipped_v"),&Sprite::is_flipped_v);

	ObjectTypeDB::bind_method(_MD("set_region","enabled"),&Sprite::set_region);
	ObjectTypeDB::bind_method(_MD("is_region"),&Sprite::is_region);

	ObjectTypeDB::bind_method(_MD("set_region_rect","rect"),&Sprite::set_region_rect);
	ObjectTypeDB::bind_method(_MD("get_region_rect"),&Sprite::get_region_rect);

	ObjectTypeDB::bind_method(_MD("set_frame","frame"),&Sprite::set_frame);
	ObjectTypeDB::bind_method(_MD("get_frame"),&Sprite::get_frame);

	ObjectTypeDB::bind_method(_MD("set_vframes","vframes"),&Sprite::set_vframes);
	ObjectTypeDB::bind_method(_MD("get_vframes"),&Sprite::get_vframes);

	ObjectTypeDB::bind_method(_MD("set_hframes","hframes"),&Sprite::set_hframes);
	ObjectTypeDB::bind_method(_MD("get_hframes"),&Sprite::get_hframes);

	ObjectTypeDB::bind_method(_MD("set_modulate","modulate"),&Sprite::set_modulate);
	ObjectTypeDB::bind_method(_MD("get_modulate"),&Sprite::get_modulate);

	ADD_SIGNAL(MethodInfo("frame_changed"));
	ADD_SIGNAL(MethodInfo("texture_changed"));

	ADD_PROPERTYNZ( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_texture"),_SCS("get_texture"));
	ADD_PROPERTYNO( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
	ADD_PROPERTYNO( PropertyInfo( Variant::INT, "vframes",PROPERTY_HINT_RANGE,"1,16384,1"), _SCS("set_vframes"),_SCS("get_vframes"));
	ADD_PROPERTYNO( PropertyInfo( Variant::INT, "hframes",PROPERTY_HINT_RANGE,"1,16384,1"), _SCS("set_hframes"),_SCS("get_hframes"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::INT, "frame",PROPERTY_HINT_SPRITE_FRAME), _SCS("set_frame"),_SCS("get_frame"));
	ADD_PROPERTYNO( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::BOOL, "region"), _SCS("set_region"),_SCS("is_region"));
	ADD_PROPERTYNZ( PropertyInfo( Variant::RECT2, "region_rect"), _SCS("set_region_rect"),_SCS("get_region_rect"));

}
开发者ID:03050903,项目名称:godot,代码行数:51,代码来源:sprite.cpp


示例4: ADD_SIGNAL

void ScenesDock::_bind_methods() {

	ObjectTypeDB::bind_method(_MD("_update_tree"),&ScenesDock::_update_tree);
	ObjectTypeDB::bind_method(_MD("_rescan"),&ScenesDock::_rescan);
	ObjectTypeDB::bind_method(_MD("_favorites_toggled"),&ScenesDock::_favorites_toggled);
	ObjectTypeDB::bind_method(_MD("_favorite_toggled"),&ScenesDock::_favorite_toggled);
	ObjectTypeDB::bind_method(_MD("_instance_pressed"),&ScenesDock::_instance_pressed);
	ObjectTypeDB::bind_method(_MD("_open_pressed"),&ScenesDock::_open_pressed);
	ObjectTypeDB::bind_method(_MD("_save_favorites"),&ScenesDock::_save_favorites);

	ADD_SIGNAL(MethodInfo("instance"));
	ADD_SIGNAL(MethodInfo("open"));

}
开发者ID:NosicLin,项目名称:godot,代码行数:14,代码来源:scenes_dock.cpp


示例5: ADD_SIGNAL

void CodeTextEditor::_bind_methods() {

	ClassDB::bind_method("_text_editor_gui_input", &CodeTextEditor::_text_editor_gui_input);
	ClassDB::bind_method("_line_col_changed", &CodeTextEditor::_line_col_changed);
	ClassDB::bind_method("_text_changed", &CodeTextEditor::_text_changed);
	ClassDB::bind_method("_on_settings_change", &CodeTextEditor::_on_settings_change);
	ClassDB::bind_method("_text_changed_idle_timeout", &CodeTextEditor::_text_changed_idle_timeout);
	ClassDB::bind_method("_code_complete_timer_timeout", &CodeTextEditor::_code_complete_timer_timeout);
	ClassDB::bind_method("_complete_request", &CodeTextEditor::_complete_request);
	ClassDB::bind_method("_font_resize_timeout", &CodeTextEditor::_font_resize_timeout);

	ADD_SIGNAL(MethodInfo("validate_script"));
	ADD_SIGNAL(MethodInfo("load_theme_settings"));
}
开发者ID:jejung,项目名称:godot,代码行数:14,代码来源:code_editor.cpp


示例6: ADD_SIGNAL

void GraphEdit::_bind_methods() {

	ClassDB::bind_method(D_METHOD("connect_node:Error", "from", "from_port", "to", "to_port"), &GraphEdit::connect_node);
	ClassDB::bind_method(D_METHOD("is_node_connected", "from", "from_port", "to", "to_port"), &GraphEdit::is_node_connected);
	ClassDB::bind_method(D_METHOD("disconnect_node", "from", "from_port", "to", "to_port"), &GraphEdit::disconnect_node);
	ClassDB::bind_method(D_METHOD("get_connection_list"), &GraphEdit::_get_connection_list);
	ClassDB::bind_method(D_METHOD("get_scroll_ofs"), &GraphEdit::get_scroll_ofs);
	ClassDB::bind_method(D_METHOD("set_scroll_ofs", "ofs"), &GraphEdit::set_scroll_ofs);

	ClassDB::bind_method(D_METHOD("set_zoom", "p_zoom"), &GraphEdit::set_zoom);
	ClassDB::bind_method(D_METHOD("get_zoom"), &GraphEdit::get_zoom);

	ClassDB::bind_method(D_METHOD("set_snap", "pixels"), &GraphEdit::set_snap);
	ClassDB::bind_method(D_METHOD("get_snap"), &GraphEdit::get_snap);

	ClassDB::bind_method(D_METHOD("set_use_snap", "enable"), &GraphEdit::set_use_snap);
	ClassDB::bind_method(D_METHOD("is_using_snap"), &GraphEdit::is_using_snap);

	ClassDB::bind_method(D_METHOD("set_right_disconnects", "enable"), &GraphEdit::set_right_disconnects);
	ClassDB::bind_method(D_METHOD("is_right_disconnects_enabled"), &GraphEdit::is_right_disconnects_enabled);

	ClassDB::bind_method(D_METHOD("_graph_node_moved"), &GraphEdit::_graph_node_moved);
	ClassDB::bind_method(D_METHOD("_graph_node_raised"), &GraphEdit::_graph_node_raised);

	ClassDB::bind_method(D_METHOD("_top_layer_input"), &GraphEdit::_top_layer_input);
	ClassDB::bind_method(D_METHOD("_top_layer_draw"), &GraphEdit::_top_layer_draw);
	ClassDB::bind_method(D_METHOD("_scroll_moved"), &GraphEdit::_scroll_moved);
	ClassDB::bind_method(D_METHOD("_zoom_minus"), &GraphEdit::_zoom_minus);
	ClassDB::bind_method(D_METHOD("_zoom_reset"), &GraphEdit::_zoom_reset);
	ClassDB::bind_method(D_METHOD("_zoom_plus"), &GraphEdit::_zoom_plus);
	ClassDB::bind_method(D_METHOD("_snap_toggled"), &GraphEdit::_snap_toggled);
	ClassDB::bind_method(D_METHOD("_snap_value_changed"), &GraphEdit::_snap_value_changed);

	ClassDB::bind_method(D_METHOD("_gui_input"), &GraphEdit::_gui_input);
	ClassDB::bind_method(D_METHOD("_update_scroll_offset"), &GraphEdit::_update_scroll_offset);
	ClassDB::bind_method(D_METHOD("_connections_layer_draw"), &GraphEdit::_connections_layer_draw);

	ClassDB::bind_method(D_METHOD("set_selected", "node"), &GraphEdit::set_selected);

	ADD_SIGNAL(MethodInfo("connection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot")));
	ADD_SIGNAL(MethodInfo("disconnection_request", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::STRING, "to"), PropertyInfo(Variant::INT, "to_slot")));
	ADD_SIGNAL(MethodInfo("popup_request", PropertyInfo(Variant::VECTOR2, "p_position")));
	ADD_SIGNAL(MethodInfo("duplicate_nodes_request"));
	ADD_SIGNAL(MethodInfo("node_selected", PropertyInfo(Variant::OBJECT, "node")));
	ADD_SIGNAL(MethodInfo("connection_to_empty", PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::INT, "from_slot"), PropertyInfo(Variant::VECTOR2, "release_pos")));
	ADD_SIGNAL(MethodInfo("delete_nodes_request"));
	ADD_SIGNAL(MethodInfo("_begin_node_move"));
	ADD_SIGNAL(MethodInfo("_end_node_move"));
	ADD_SIGNAL(MethodInfo("scroll_offset_changed", PropertyInfo(Variant::VECTOR2, "ofs")));
}
开发者ID:MattUV,项目名称:godot,代码行数:50,代码来源:graph_edit.cpp


示例7: ADD_SIGNAL

void EditorFileSystem::_bind_methods() {

	ClassDB::bind_method(D_METHOD("get_filesystem"), &EditorFileSystem::get_filesystem);
	ClassDB::bind_method(D_METHOD("is_scanning"), &EditorFileSystem::is_scanning);
	ClassDB::bind_method(D_METHOD("get_scanning_progress"), &EditorFileSystem::get_scanning_progress);
	ClassDB::bind_method(D_METHOD("scan"), &EditorFileSystem::scan);
	ClassDB::bind_method(D_METHOD("scan_sources"), &EditorFileSystem::scan_changes);
	ClassDB::bind_method(D_METHOD("update_file", "path"), &EditorFileSystem::update_file);
	ClassDB::bind_method(D_METHOD("get_filesystem_path", "path"), &EditorFileSystem::get_filesystem_path);
	ClassDB::bind_method(D_METHOD("get_file_type", "path"), &EditorFileSystem::get_file_type);

	ADD_SIGNAL(MethodInfo("filesystem_changed"));
	ADD_SIGNAL(MethodInfo("sources_changed", PropertyInfo(Variant::BOOL, "exist")));
}
开发者ID:rrrfffrrr,项目名称:godot,代码行数:14,代码来源:editor_file_system.cpp


示例8: BIND_VMETHOD

void BaseButton::_bind_methods() {

	ClassDB::bind_method(D_METHOD("_gui_input"), &BaseButton::_gui_input);
	ClassDB::bind_method(D_METHOD("_unhandled_input"), &BaseButton::_unhandled_input);
	ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &BaseButton::set_pressed);
	ClassDB::bind_method(D_METHOD("is_pressed"), &BaseButton::is_pressed);
	ClassDB::bind_method(D_METHOD("is_hovered"), &BaseButton::is_hovered);
	ClassDB::bind_method(D_METHOD("set_toggle_mode", "enabled"), &BaseButton::set_toggle_mode);
	ClassDB::bind_method(D_METHOD("is_toggle_mode"), &BaseButton::is_toggle_mode);
	ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &BaseButton::set_disabled);
	ClassDB::bind_method(D_METHOD("is_disabled"), &BaseButton::is_disabled);
	ClassDB::bind_method(D_METHOD("set_action_mode", "mode"), &BaseButton::set_action_mode);
	ClassDB::bind_method(D_METHOD("get_action_mode"), &BaseButton::get_action_mode);
	ClassDB::bind_method(D_METHOD("set_button_mask", "mask"), &BaseButton::set_button_mask);
	ClassDB::bind_method(D_METHOD("get_button_mask"), &BaseButton::get_button_mask);
	ClassDB::bind_method(D_METHOD("get_draw_mode"), &BaseButton::get_draw_mode);
	ClassDB::bind_method(D_METHOD("set_enabled_focus_mode", "mode"), &BaseButton::set_enabled_focus_mode);
	ClassDB::bind_method(D_METHOD("get_enabled_focus_mode"), &BaseButton::get_enabled_focus_mode);

	ClassDB::bind_method(D_METHOD("set_shortcut", "shortcut"), &BaseButton::set_shortcut);
	ClassDB::bind_method(D_METHOD("get_shortcut"), &BaseButton::get_shortcut);

	ClassDB::bind_method(D_METHOD("set_button_group", "button_group"), &BaseButton::set_button_group);
	ClassDB::bind_method(D_METHOD("get_button_group"), &BaseButton::get_button_group);

	BIND_VMETHOD(MethodInfo("_pressed"));
	BIND_VMETHOD(MethodInfo("_toggled", PropertyInfo(Variant::BOOL, "button_pressed")));

	ADD_SIGNAL(MethodInfo("pressed"));
	ADD_SIGNAL(MethodInfo("button_up"));
	ADD_SIGNAL(MethodInfo("button_down"));
	ADD_SIGNAL(MethodInfo("toggled", PropertyInfo(Variant::BOOL, "button_pressed")));
	ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toggle_mode"), "set_toggle_mode", "is_toggle_mode");
	ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
	ADD_PROPERTYNO(PropertyInfo(Variant::INT, "action_mode", PROPERTY_HINT_ENUM, "Button Press,Button Release"), "set_action_mode", "get_action_mode");
	ADD_PROPERTYNO(PropertyInfo(Variant::INT, "button_mask", PROPERTY_HINT_FLAGS, "Mouse Left, Mouse Right, Mouse Middle"), "set_button_mask", "get_button_mask");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "enabled_focus_mode", PROPERTY_HINT_ENUM, "None,Click,All"), "set_enabled_focus_mode", "get_enabled_focus_mode");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shortcut", PROPERTY_HINT_RESOURCE_TYPE, "ShortCut"), "set_shortcut", "get_shortcut");
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "group", PROPERTY_HINT_RESOURCE_TYPE, "ButtonGroup"), "set_button_group", "get_button_group");

	BIND_ENUM_CONSTANT(DRAW_NORMAL);
	BIND_ENUM_CONSTANT(DRAW_PRESSED);
	BIND_ENUM_CONSTANT(DRAW_HOVER);
	BIND_ENUM_CONSTANT(DRAW_DISABLED);
	BIND_ENUM_CONSTANT(DRAW_HOVER_PRESSED);

	BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_PRESS);
	BIND_ENUM_CONSTANT(ACTION_MODE_BUTTON_RELEASE);
}
开发者ID:93i,项目名称:godot,代码行数:50,代码来源:base_button.cpp


示例9: DEFVAL

void Popup::_bind_methods() {

	ClassDB::bind_method(D_METHOD("popup_centered", "size"), &Popup::popup_centered, DEFVAL(Size2()));
	ClassDB::bind_method(D_METHOD("popup_centered_ratio", "ratio"), &Popup::popup_centered_ratio, DEFVAL(0.75));
	ClassDB::bind_method(D_METHOD("popup_centered_minsize", "minsize"), &Popup::popup_centered_minsize, DEFVAL(Size2()));
	ClassDB::bind_method(D_METHOD("popup", "bounds"), &Popup::popup, DEFVAL(Rect2()));
	ClassDB::bind_method(D_METHOD("set_exclusive", "enable"), &Popup::set_exclusive);
	ClassDB::bind_method(D_METHOD("is_exclusive"), &Popup::is_exclusive);
	ADD_SIGNAL(MethodInfo("about_to_show"));
	ADD_SIGNAL(MethodInfo("popup_hide"));
	ADD_GROUP("Popup", "popup_");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "popup_exclusive"), "set_exclusive", "is_exclusive");
	BIND_CONSTANT(NOTIFICATION_POST_POPUP);
	BIND_CONSTANT(NOTIFICATION_POPUP_HIDE);
}
开发者ID:Max-Might,项目名称:godot,代码行数:15,代码来源:popup.cpp


示例10: DEFVAL

void WebSocketServer::_bind_methods() {

	ClassDB::bind_method(D_METHOD("is_listening"), &WebSocketServer::is_listening);
	ClassDB::bind_method(D_METHOD("listen", "port", "protocols", "gd_mp_api"), &WebSocketServer::listen, DEFVAL(PoolVector<String>()), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("stop"), &WebSocketServer::stop);
	ClassDB::bind_method(D_METHOD("has_peer", "id"), &WebSocketServer::has_peer);
	ClassDB::bind_method(D_METHOD("get_peer_address", "id"), &WebSocketServer::get_peer_address);
	ClassDB::bind_method(D_METHOD("get_peer_port", "id"), &WebSocketServer::get_peer_port);
	ClassDB::bind_method(D_METHOD("disconnect_peer", "id", "code", "reason"), &WebSocketServer::disconnect_peer, DEFVAL(1000), DEFVAL(""));

	ADD_SIGNAL(MethodInfo("client_close_request", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::INT, "code"), PropertyInfo(Variant::STRING, "reason")));
	ADD_SIGNAL(MethodInfo("client_disconnected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::BOOL, "was_clean_close")));
	ADD_SIGNAL(MethodInfo("client_connected", PropertyInfo(Variant::INT, "id"), PropertyInfo(Variant::STRING, "protocol")));
	ADD_SIGNAL(MethodInfo("data_received", PropertyInfo(Variant::INT, "id")));
}
开发者ID:93i,项目名称:godot,代码行数:15,代码来源:websocket_server.cpp


示例11: DEFVAL

void AnimationNode::_bind_methods() {

	ClassDB::bind_method(D_METHOD("get_input_count"), &AnimationNode::get_input_count);
	ClassDB::bind_method(D_METHOD("get_input_name", "input"), &AnimationNode::get_input_name);

	ClassDB::bind_method(D_METHOD("add_input", "name"), &AnimationNode::add_input);
	ClassDB::bind_method(D_METHOD("remove_input", "index"), &AnimationNode::remove_input);

	ClassDB::bind_method(D_METHOD("set_filter_path", "path", "enable"), &AnimationNode::set_filter_path);
	ClassDB::bind_method(D_METHOD("is_path_filtered", "path"), &AnimationNode::is_path_filtered);

	ClassDB::bind_method(D_METHOD("set_filter_enabled", "enable"), &AnimationNode::set_filter_enabled);
	ClassDB::bind_method(D_METHOD("is_filter_enabled"), &AnimationNode::is_filter_enabled);

	ClassDB::bind_method(D_METHOD("_set_filters", "filters"), &AnimationNode::_set_filters);
	ClassDB::bind_method(D_METHOD("_get_filters"), &AnimationNode::_get_filters);

	ClassDB::bind_method(D_METHOD("blend_animation", "animation", "time", "delta", "seeked", "blend"), &AnimationNode::blend_animation);
	ClassDB::bind_method(D_METHOD("blend_node", "name", "node", "time", "seek", "blend", "filter", "optimize"), &AnimationNode::blend_node, DEFVAL(FILTER_IGNORE), DEFVAL(true));
	ClassDB::bind_method(D_METHOD("blend_input", "input_index", "time", "seek", "blend", "filter", "optimize"), &AnimationNode::blend_input, DEFVAL(FILTER_IGNORE), DEFVAL(true));

	ClassDB::bind_method(D_METHOD("set_parameter", "name", "value"), &AnimationNode::set_parameter);
	ClassDB::bind_method(D_METHOD("get_parameter", "name"), &AnimationNode::get_parameter);

	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter_enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_filter_enabled", "is_filter_enabled");
	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "filters", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_filters", "_get_filters");

	BIND_VMETHOD(MethodInfo(Variant::DICTIONARY, "get_child_nodes"));
	BIND_VMETHOD(MethodInfo(Variant::ARRAY, "get_parameter_list"));
	BIND_VMETHOD(MethodInfo(Variant::OBJECT, "get_child_by_name", PropertyInfo(Variant::STRING, "name")));
	{
		MethodInfo mi = MethodInfo(Variant::NIL, "get_parameter_default_value", PropertyInfo(Variant::STRING, "name"));
		mi.return_val.usage = PROPERTY_USAGE_NIL_IS_VARIANT;
		BIND_VMETHOD(mi);
	}
	BIND_VMETHOD(MethodInfo("process", PropertyInfo(Variant::REAL, "time"), PropertyInfo(Variant::BOOL, "seek")));
	BIND_VMETHOD(MethodInfo(Variant::STRING, "get_caption"));
	BIND_VMETHOD(MethodInfo(Variant::STRING, "has_filter"));

	ADD_SIGNAL(MethodInfo("removed_from_graph"));

	ADD_SIGNAL(MethodInfo("tree_changed"));

	BIND_ENUM_CONSTANT(FILTER_IGNORE);
	BIND_ENUM_CONSTANT(FILTER_PASS);
	BIND_ENUM_CONSTANT(FILTER_STOP);
	BIND_ENUM_CONSTANT(FILTER_BLEND);
}
开发者ID:Valentactive,项目名称:godot,代码行数:48,代码来源:animation_tree.cpp


示例12: ADD_SIGNAL

void FileDialog::_bind_methods() {
	
	ObjectTypeDB::bind_method(_MD("_tree_selected"),&FileDialog::_tree_selected);
	ObjectTypeDB::bind_method(_MD("_tree_db_selected"),&FileDialog::_tree_dc_selected);
	ObjectTypeDB::bind_method(_MD("_dir_entered"),&FileDialog::_dir_entered);
	ObjectTypeDB::bind_method(_MD("_file_entered"),&FileDialog::_file_entered);
	ObjectTypeDB::bind_method(_MD("_action_pressed"),&FileDialog::_action_pressed);
	ObjectTypeDB::bind_method(_MD("_cancel_pressed"),&FileDialog::_cancel_pressed);
	ObjectTypeDB::bind_method(_MD("_filter_selected"),&FileDialog::_filter_selected);
	ObjectTypeDB::bind_method(_MD("_save_confirm_pressed"),&FileDialog::_save_confirm_pressed);
	
	ObjectTypeDB::bind_method(_MD("clear_filters"),&FileDialog::clear_filters);
	ObjectTypeDB::bind_method(_MD("add_filter","filter"),&FileDialog::add_filter);
	ObjectTypeDB::bind_method(_MD("get_current_dir"),&FileDialog::get_current_dir);
	ObjectTypeDB::bind_method(_MD("get_current_file"),&FileDialog::get_current_file);
	ObjectTypeDB::bind_method(_MD("get_current_path"),&FileDialog::get_current_path);
	ObjectTypeDB::bind_method(_MD("set_current_dir","dir"),&FileDialog::set_current_dir);
	ObjectTypeDB::bind_method(_MD("set_current_file","file"),&FileDialog::set_current_file);
	ObjectTypeDB::bind_method(_MD("set_current_path","path"),&FileDialog::set_current_path);
	ObjectTypeDB::bind_method(_MD("set_mode","mode"),&FileDialog::set_mode);
	ObjectTypeDB::bind_method(_MD("get_mode"),&FileDialog::get_mode);
	ObjectTypeDB::bind_method(_MD("get_vbox:VBoxContainer"),&FileDialog::get_vbox);
	ObjectTypeDB::bind_method(_MD("set_access","access"),&FileDialog::set_access);
	ObjectTypeDB::bind_method(_MD("get_access"),&FileDialog::get_access);
	ObjectTypeDB::bind_method(_MD("set_show_hidden_files"),&FileDialog::set_show_hidden_files);
	ObjectTypeDB::bind_method(_MD("is_showing_hidden_files"),&FileDialog::is_showing_hidden_files);
	ObjectTypeDB::bind_method(_MD("_select_drive"),&FileDialog::_select_drive);
	ObjectTypeDB::bind_method(_MD("_make_dir"),&FileDialog::_make_dir);
	ObjectTypeDB::bind_method(_MD("_make_dir_confirm"),&FileDialog::_make_dir_confirm);
	ObjectTypeDB::bind_method(_MD("_update_file_list"),&FileDialog::update_file_list);
	ObjectTypeDB::bind_method(_MD("_update_dir"),&FileDialog::update_dir);

	ObjectTypeDB::bind_method(_MD("invalidate"),&FileDialog::invalidate);

	ADD_SIGNAL(MethodInfo("file_selected",PropertyInfo( Variant::STRING,"path")));
	ADD_SIGNAL(MethodInfo("files_selected",PropertyInfo( Variant::STRING_ARRAY,"paths")));
	ADD_SIGNAL(MethodInfo("dir_selected",PropertyInfo( Variant::STRING,"dir")));

	BIND_CONSTANT( MODE_OPEN_FILE );
	BIND_CONSTANT( MODE_OPEN_FILES );
	BIND_CONSTANT( MODE_OPEN_DIR );
	BIND_CONSTANT( MODE_SAVE_FILE );

	BIND_CONSTANT( ACCESS_RESOURCES );
	BIND_CONSTANT( ACCESS_USERDATA );
	BIND_CONSTANT( ACCESS_FILESYSTEM );

}
开发者ID:zz676,项目名称:godot,代码行数:48,代码来源:file_dialog.cpp


示例13: DEFVAL

void AnimatedSprite::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite::set_sprite_frames);
	ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite::get_sprite_frames);

	ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite::set_animation);
	ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite::get_animation);

	ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite::_set_playing);
	ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite::_is_playing);

	ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite::play, DEFVAL(StringName()));
	ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
	ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);

	ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite::set_centered);
	ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite::is_centered);

	ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite::set_offset);
	ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite::get_offset);

	ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite::set_flip_h);
	ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite::is_flipped_h);

	ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite::set_flip_v);
	ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite::is_flipped_v);

	ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite::set_frame);
	ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite::get_frame);

	ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite::set_speed_scale);
	ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite::get_speed_scale);

	ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite::_res_changed);

	ADD_SIGNAL(MethodInfo("frame_changed"));
	ADD_SIGNAL(MethodInfo("animation_finished"));

	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "frame", PROPERTY_HINT_SPRITE_FRAME), "set_frame", "get_frame");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale"), "set_speed_scale", "get_speed_scale");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
}
开发者ID:UgisBrekis,项目名称:godot,代码行数:48,代码来源:animated_sprite.cpp


示例14: DEFVAL

void AnimatedSprite3D::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite3D::set_sprite_frames);
	ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite3D::get_sprite_frames);

	ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation);
	ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);

	ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite3D::_set_playing);
	ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite3D::_is_playing);

	ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite3D::play, DEFVAL(StringName()));
	ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
	ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);

	ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame);
	ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);

	ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed);

	ADD_SIGNAL(MethodInfo("frame_changed"));

	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
	ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
	ADD_PROPERTY(PropertyInfo(Variant::INT, "frame", PROPERTY_HINT_SPRITE_FRAME), "set_frame", "get_frame");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
}
开发者ID:SaracenOne,项目名称:godot,代码行数:27,代码来源:sprite_3d.cpp


示例15: ADD_SIGNAL

void EditorImportAnimationOptions::_bind_methods() {

	ObjectTypeDB::bind_method("_changed",&EditorImportAnimationOptions::_changed);
//	ObjectTypeDB::bind_method("_changedp",&EditorImportAnimationOptions::_changedp);

	ADD_SIGNAL(MethodInfo("changed"));
}
开发者ID:9cat,项目名称:godot,代码行数:7,代码来源:editor_scene_import_plugin.cpp


示例16: ADD_SIGNAL

void SceneTreeDialog::_bind_methods() {

	ObjectTypeDB::bind_method("_select",&SceneTreeDialog::_select);
	ObjectTypeDB::bind_method("_cancel",&SceneTreeDialog::_cancel);
	ADD_SIGNAL( MethodInfo("selected",PropertyInfo(Variant::NODE_PATH,"path")));

}
开发者ID:WalasPrime,项目名称:godot,代码行数:7,代码来源:scene_tree_editor.cpp


示例17: ADD_SIGNAL

void EditorLog::_bind_methods() {

	ClassDB::bind_method(D_METHOD("_clear_request"), &EditorLog::_clear_request);
	ClassDB::bind_method("_override_logger_styles", &EditorLog::_override_logger_styles);
	//ClassDB::bind_method(D_METHOD("_dragged"),&EditorLog::_dragged );
	ADD_SIGNAL(MethodInfo("clear_request"));
}
开发者ID:MattUV,项目名称:godot,代码行数:7,代码来源:editor_log.cpp


示例18: ADD_SIGNAL

void EditorLog::_bind_methods() {

	ObjectTypeDB::bind_method(_MD("_clear_request"),&EditorLog::_clear_request );

	//ObjectTypeDB::bind_method(_MD("_dragged"),&EditorLog::_dragged );
	ADD_SIGNAL( MethodInfo("clear_request"));
}
开发者ID:AutonomicStudios,项目名称:godot,代码行数:7,代码来源:editor_log.cpp


示例19: ADD_SIGNAL

void Timer::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_wait_time", "time_sec"), &Timer::set_wait_time);
	ClassDB::bind_method(D_METHOD("get_wait_time"), &Timer::get_wait_time);

	ClassDB::bind_method(D_METHOD("set_one_shot", "enable"), &Timer::set_one_shot);
	ClassDB::bind_method(D_METHOD("is_one_shot"), &Timer::is_one_shot);

	ClassDB::bind_method(D_METHOD("set_autostart", "enable"), &Timer::set_autostart);
	ClassDB::bind_method(D_METHOD("has_autostart"), &Timer::has_autostart);

	ClassDB::bind_method(D_METHOD("start"), &Timer::start);
	ClassDB::bind_method(D_METHOD("stop"), &Timer::stop);

	ClassDB::bind_method(D_METHOD("set_paused", "paused"), &Timer::set_paused);
	ClassDB::bind_method(D_METHOD("is_paused"), &Timer::is_paused);

	ClassDB::bind_method(D_METHOD("is_stopped"), &Timer::is_stopped);

	ClassDB::bind_method(D_METHOD("get_time_left"), &Timer::get_time_left);

	ClassDB::bind_method(D_METHOD("set_timer_process_mode", "mode"), &Timer::set_timer_process_mode);
	ClassDB::bind_method(D_METHOD("get_timer_process_mode"), &Timer::get_timer_process_mode);

	ADD_SIGNAL(MethodInfo("timeout"));

	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_timer_process_mode", "get_timer_process_mode");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.01,4096,0.01"), "set_wait_time", "get_wait_time");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "is_one_shot");
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autostart"), "set_autostart", "has_autostart");

	BIND_ENUM_CONSTANT(TIMER_PROCESS_PHYSICS);
	BIND_ENUM_CONSTANT(TIMER_PROCESS_IDLE);
}
开发者ID:KelinciFX,项目名称:godot,代码行数:34,代码来源:timer.cpp


示例20: DEFVAL

void InspectorDock::_bind_methods() {
	ClassDB::bind_method("_menu_option", &InspectorDock::_menu_option);

	ClassDB::bind_method("update_keying", &InspectorDock::update_keying);
	ClassDB::bind_method("_property_keyed", &InspectorDock::_property_keyed);
	ClassDB::bind_method("_transform_keyed", &InspectorDock::_transform_keyed);

	ClassDB::bind_method("_new_resource", &InspectorDock::_new_resource);
	ClassDB::bind_method("_resource_file_selected", &InspectorDock::_resource_file_selected);
	ClassDB::bind_method("_open_resource_selector", &InspectorDock::_open_resource_selector);
	ClassDB::bind_method("_unref_resource", &InspectorDock::_unref_resource);
	ClassDB::bind_method("_paste_resource", &InspectorDock::_paste_resource);
	ClassDB::bind_method("_copy_resource", &InspectorDock::_copy_resource);

	ClassDB::bind_method("_select_history", &InspectorDock::_select_history);
	ClassDB::bind_method("_prepare_history", &InspectorDock::_prepare_history);
	ClassDB::bind_method("_resource_created", &InspectorDock::_resource_created);
	ClassDB::bind_method("_resource_selected", &InspectorDock::_resource_selected, DEFVAL(""));
	ClassDB::bind_method("_menu_collapseall", &InspectorDock::_menu_collapseall);
	ClassDB::bind_method("_menu_expandall", &InspectorDock::_menu_expandall);
	ClassDB::bind_method("_warning_pressed", &InspectorDock::_warning_pressed);
	ClassDB::bind_method("_edit_forward", &InspectorDock::_edit_forward);
	ClassDB::bind_method("_edit_back", &InspectorDock::_edit_back);

	ADD_SIGNAL(MethodInfo("request_help"));
}
开发者ID:RandomShaper,项目名称:godot,

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