Created
June 28, 2020 17:41
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use gdnative::*; | |
use gdnative::Node; | |
use NativeClass; | |
/// The HelloWorld "class" | |
#[derive(NativeClass)] | |
#[inherit(Node)] | |
pub struct Test; | |
// __One__ `impl` block can have the `#[methods]` attribute, which will generate | |
// code to automatically bind any exported methods to Godot. | |
#[methods] | |
impl Test { | |
/// The "constructor" of the class. | |
fn new(_owner: Node) -> Self { | |
Test | |
} | |
// To make a method known to Godot, use the #[export] attribute. | |
// In Godot, script "classes" do not actually inherit the parent class. | |
// Instead, they are "attached" to the parent object, called the "owner". | |
// | |
// In order to enable access to the owner, it is passed as the second | |
// argument to every single exposed method. As a result, all exposed | |
// methods MUST have `owner: BaseClass` as their second arguments, | |
// before all other arguments in the signature. | |
#[export] | |
fn _ready(&self, _owner: Node) { | |
// The `godot_print!` macro works like `println!` but prints to the Godot-editor | |
// output tab as well. | |
godot_print!("hello, world."); | |
} | |
fn _init(&self){ | |
} | |
} | |
// Function that registers all exposed classes to Godot | |
fn init(handle: gdnative::init::InitHandle) { | |
handle.add_class::<Test>(); | |
} | |
// macros that create the entry-points of the dynamic library. | |
godot_gdnative_init!(); | |
godot_nativescript_init!(init); | |
godot_gdnative_terminate!(); |
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