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[godot] Ensure proper parameter names for objects in bound methods.

Mario Zechner преди 3 години
родител
ревизия
e0d4fbc34a

+ 0 - 3
spine-godot/spine_godot/SpineEditorPlugin.cpp

@@ -78,9 +78,6 @@ SpineEditorPlugin::SpineEditorPlugin(EditorNode *node) {
 	add_inspector_plugin(memnew(SpineSkeletonDataResourceInspectorPlugin));
 }
 
-SpineEditorPlugin::~SpineEditorPlugin() {
-}
-
 bool SpineSkeletonDataResourceInspectorPlugin::can_handle(Object *object) {
 	return object->is_class("SpineSkeletonDataResource");
 }

+ 10 - 10
spine-godot/spine_godot/SpinePathConstraintData.cpp

@@ -33,25 +33,25 @@
 void SpinePathConstraintData::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_bones"), &SpinePathConstraintData::get_bones);
 	ClassDB::bind_method(D_METHOD("get_target"), &SpinePathConstraintData::get_target);
-	ClassDB::bind_method(D_METHOD("set_target", "V"), &SpinePathConstraintData::set_target);
+	ClassDB::bind_method(D_METHOD("set_target", "v"), &SpinePathConstraintData::set_target);
 	ClassDB::bind_method(D_METHOD("get_position_mode"), &SpinePathConstraintData::get_position_mode);
-	ClassDB::bind_method(D_METHOD("set_position_mode", "V"), &SpinePathConstraintData::set_position_mode);
+	ClassDB::bind_method(D_METHOD("set_position_mode", "v"), &SpinePathConstraintData::set_position_mode);
 	ClassDB::bind_method(D_METHOD("get_spacing_mode"), &SpinePathConstraintData::get_spacing_mode);
-	ClassDB::bind_method(D_METHOD("set_spacing_mode", "V"), &SpinePathConstraintData::set_spacing_mode);
+	ClassDB::bind_method(D_METHOD("set_spacing_mode", "v"), &SpinePathConstraintData::set_spacing_mode);
 	ClassDB::bind_method(D_METHOD("get_rotate_mode"), &SpinePathConstraintData::get_rotate_mode);
-	ClassDB::bind_method(D_METHOD("set_rotate_mode", "V"), &SpinePathConstraintData::set_rotate_mode);
+	ClassDB::bind_method(D_METHOD("set_rotate_mode", "v"), &SpinePathConstraintData::set_rotate_mode);
 	ClassDB::bind_method(D_METHOD("get_offset_rotation"), &SpinePathConstraintData::get_offset_rotation);
-	ClassDB::bind_method(D_METHOD("set_offset_rotation", "V"), &SpinePathConstraintData::set_offset_rotation);
+	ClassDB::bind_method(D_METHOD("set_offset_rotation", "v"), &SpinePathConstraintData::set_offset_rotation);
 	ClassDB::bind_method(D_METHOD("get_position"), &SpinePathConstraintData::get_position);
-	ClassDB::bind_method(D_METHOD("set_position", "V"), &SpinePathConstraintData::set_position);
+	ClassDB::bind_method(D_METHOD("set_position", "v"), &SpinePathConstraintData::set_position);
 	ClassDB::bind_method(D_METHOD("get_spacing"), &SpinePathConstraintData::get_spacing);
-	ClassDB::bind_method(D_METHOD("set_spacing", "V"), &SpinePathConstraintData::set_spacing);
+	ClassDB::bind_method(D_METHOD("set_spacing", "v"), &SpinePathConstraintData::set_spacing);
 	ClassDB::bind_method(D_METHOD("get_mix_rotate"), &SpinePathConstraintData::get_mix_rotate);
-	ClassDB::bind_method(D_METHOD("set_mix_rotate", "V"), &SpinePathConstraintData::set_mix_rotate);
+	ClassDB::bind_method(D_METHOD("set_mix_rotate", "v"), &SpinePathConstraintData::set_mix_rotate);
 	ClassDB::bind_method(D_METHOD("get_mix_x"), &SpinePathConstraintData::get_mix_x);
-	ClassDB::bind_method(D_METHOD("set_mix_x", "V"), &SpinePathConstraintData::set_mix_x);
+	ClassDB::bind_method(D_METHOD("set_mix_x", "v"), &SpinePathConstraintData::set_mix_x);
 	ClassDB::bind_method(D_METHOD("get_mix_y"), &SpinePathConstraintData::get_mix_y);
-	ClassDB::bind_method(D_METHOD("set_mix_y", "V"), &SpinePathConstraintData::set_mix_y);
+	ClassDB::bind_method(D_METHOD("set_mix_y", "v"), &SpinePathConstraintData::set_mix_y);
 }
 
 Array SpinePathConstraintData::get_bones() {

+ 3 - 3
spine-godot/spine_godot/SpineSkeleton.cpp

@@ -57,7 +57,7 @@ void SpineSkeleton::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_skin"), &SpineSkeleton::get_skin);
 	ClassDB::bind_method(D_METHOD("get_color"), &SpineSkeleton::get_color);
 	ClassDB::bind_method(D_METHOD("set_color", "v"), &SpineSkeleton::set_color);
-	ClassDB::bind_method(D_METHOD("set_position", "pos"), &SpineSkeleton::set_position);
+	ClassDB::bind_method(D_METHOD("set_position", "position"), &SpineSkeleton::set_position);
 	ClassDB::bind_method(D_METHOD("get_x"), &SpineSkeleton::get_x);
 	ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineSkeleton::set_x);
 	ClassDB::bind_method(D_METHOD("get_y"), &SpineSkeleton::get_y);
@@ -318,9 +318,9 @@ void SpineSkeleton::set_color(Color v) {
 	color.set(v.r, v.g, v.b, v.a);
 }
 
-void SpineSkeleton::set_position(Vector2 pos) {
+void SpineSkeleton::set_position(Vector2 position) {
 	SPINE_CHECK(skeleton,)
-	skeleton->setPosition(pos.x, pos.y);
+	skeleton->setPosition(position.x, position.y);
 }
 
 float SpineSkeleton::get_x() {

+ 1 - 1
spine-godot/spine_godot/SpineSkeleton.h

@@ -121,7 +121,7 @@ public:
 
 	void set_color(Color v);
 
-	void set_position(Vector2 pos);
+	void set_position(Vector2 position);
 
 	float get_x();
 

+ 0 - 12
spine-godot/spine_godot/SpineSprite.cpp

@@ -46,9 +46,6 @@ void SpineSprite::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_bind_slot_nodes"), &SpineSprite::get_bind_slot_nodes);
 	ClassDB::bind_method(D_METHOD("set_bind_slot_nodes", "v"), &SpineSprite::set_bind_slot_nodes);
 
-	ClassDB::bind_method(D_METHOD("get_overlap"), &SpineSprite::get_overlap);
-	ClassDB::bind_method(D_METHOD("set_overlap", "v"), &SpineSprite::set_overlap);
-
 	ClassDB::bind_method(D_METHOD("bone_get_global_transform", "bone_name"), &SpineSprite::bone_get_global_transform);
 	ClassDB::bind_method(D_METHOD("bone_set_global_transform", "bone_name", "global_transform"), &SpineSprite::bone_set_global_transform);
 
@@ -65,7 +62,6 @@ void SpineSprite::_bind_methods() {
 	ADD_SIGNAL(MethodInfo("animation_event", PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_TYPE_STRING, "SpineEvent")));
 
 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton_data_res", PropertyHint::PROPERTY_HINT_RESOURCE_TYPE, "SpineSkeletonDataResource"), "set_skeleton_data_res", "get_skeleton_data_res");
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "overlap"), "set_overlap", "get_overlap");
 	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bind_slot_nodes"), "set_bind_slot_nodes", "get_bind_slot_nodes");
 
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Process,Physics,Manual"), "set_process_mode", "get_process_mode");
@@ -496,14 +492,6 @@ void SpineSprite::set_bind_slot_nodes(Array v) {
 	bind_slot_nodes = v;
 }
 
-bool SpineSprite::get_overlap() {
-	return overlap;
-}
-
-void SpineSprite::set_overlap(bool v) {
-	overlap = v;
-}
-
 Transform2D SpineSprite::bone_get_global_transform(const String &bone_name) {
 	if (!animation_state.is_valid() && !skeleton.is_valid()) {
 		return get_global_transform();

+ 3 - 3
spine-godot/spine_godot/SpineSprite.h

@@ -100,15 +100,15 @@ public:
 	void _update_all(float delta);
 
 	Array get_bind_slot_nodes();
+
 	void set_bind_slot_nodes(Array v);
 
 	Transform2D bone_get_global_transform(const String &bone_name);
-	void bone_set_global_transform(const String &bone_name, Transform2D transform);
 
-	bool get_overlap();
-	void set_overlap(bool v);
+	void bone_set_global_transform(const String &bone_name, Transform2D transform);
 
 	ProcessMode get_process_mode();
+
 	void set_process_mode(ProcessMode v);
 
 #ifdef TOOLS_ENABLED