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Diffstat (limited to '')
-rw-r--r-- | rust/src/game.rs | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/rust/src/game.rs b/rust/src/game.rs new file mode 100644 index 0000000..ece5a54 --- /dev/null +++ b/rust/src/game.rs @@ -0,0 +1,46 @@ +use gdnative::api::*; +use gdnative::prelude::*; + +/// The Game "class" +#[derive(NativeClass)] +#[inherit(Spatial)] +#[register_with(Self::register_builder)] +pub struct Game { + name: String, +} + +// __One__ `impl` block can have the `#[methods]` attribute, which will generate +// code to automatically bind any exported methods to Godot. +#[methods] +impl Game { + // Register the builder for methods, properties and/or signals. + fn register_builder(_builder: &ClassBuilder<Self>) { + godot_print!("Game builder is registered!"); + } + + /// The "constructor" of the class. + fn new(_owner: &Spatial) -> Self { + godot_print!("Game is created!"); + Game { + name: "".to_string(), + } + } + + // In order to make a method known to Godot, the #[export] attribute has to be used. + // In Godot script-classes do not actually inherit the parent class. + // Instead they are "attached" to the parent object, called the "owner". + // The owner is passed to every single exposed method. + #[export] + unsafe fn _ready(&mut self, _owner: &Spatial) { + // The `godot_print!` macro works like `println!` but prints to the Godot-editor + // output tab as well. + self.name = "Game".to_string(); + godot_print!("{} is ready!", self.name); + } + + // This function will be called in every frame + #[export] + unsafe fn _process(&self, _owner: &Spatial, delta: f64) { + godot_print!("Inside {} _process(), delta is {}", self.name, delta); + } +} |