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#include "register_types.hpp"
#include <godot_cpp/classes/engine.hpp>
#include "openvic-extension/classes/GFXButtonStateTexture.hpp"
#include "openvic-extension/classes/GFXSpriteTexture.hpp"
#include "openvic-extension/classes/GFXMaskedFlagTexture.hpp"
#include "openvic-extension/classes/GFXPieChartTexture.hpp"
#include "openvic-extension/classes/GUIListBox.hpp"
#include "openvic-extension/classes/GUINode.hpp"
#include "openvic-extension/classes/GUIOverlappingElementsBox.hpp"
#include "openvic-extension/classes/GUIScrollbar.hpp"
#include "openvic-extension/classes/MapMesh.hpp"
#include "openvic-extension/singletons/AssetManager.hpp"
#include "openvic-extension/singletons/Checksum.hpp"
#include "openvic-extension/singletons/GameSingleton.hpp"
#include "openvic-extension/singletons/LoadLocalisation.hpp"
using namespace godot;
using namespace OpenVic;
static Checksum* _checksum_singleton;
static LoadLocalisation* _load_localisation;
static GameSingleton* _game_singleton;
static AssetManager* _asset_manager_singleton;
void initialize_openvic_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<Checksum>();
_checksum_singleton = memnew(Checksum);
Engine::get_singleton()->register_singleton("Checksum", Checksum::get_singleton());
ClassDB::register_class<LoadLocalisation>();
_load_localisation = memnew(LoadLocalisation);
Engine::get_singleton()->register_singleton("LoadLocalisation", LoadLocalisation::get_singleton());
ClassDB::register_class<GameSingleton>();
_game_singleton = memnew(GameSingleton);
Engine::get_singleton()->register_singleton("GameSingleton", GameSingleton::get_singleton());
ClassDB::register_class<AssetManager>();
_asset_manager_singleton = memnew(AssetManager);
Engine::get_singleton()->register_singleton("AssetManager", AssetManager::get_singleton());
ClassDB::register_class<MapMesh>();
ClassDB::register_abstract_class<GFXCorneredTileSupportingTexture>();
/* Depend on GFXCorneredTileSupportingTexture */
ClassDB::register_class<GFXButtonStateTexture>();
ClassDB::register_abstract_class<GFXButtonStateHavingTexture>();
/* Depend on GFXButtonStateHavingTexture */
ClassDB::register_class<GFXSpriteTexture>();
ClassDB::register_class<GFXMaskedFlagTexture>();
ClassDB::register_class<GFXPieChartTexture>();
ClassDB::register_class<GUIListBox>();
ClassDB::register_class<GUINode>();
ClassDB::register_class<GUIOverlappingElementsBox>();
ClassDB::register_class<GUIScrollbar>();
}
void uninitialize_openvic_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
Engine::get_singleton()->unregister_singleton("Checksum");
memdelete(_checksum_singleton);
Engine::get_singleton()->unregister_singleton("LoadLocalisation");
memdelete(_load_localisation);
Engine::get_singleton()->unregister_singleton("GameSingleton");
memdelete(_game_singleton);
Engine::get_singleton()->unregister_singleton("AssetManager");
memdelete(_asset_manager_singleton);
}
extern "C" {
// Initialization.
GDExtensionBool GDE_EXPORT openvic_library_init(
GDExtensionInterfaceGetProcAddress p_get_proc_address, GDExtensionClassLibraryPtr p_library,
GDExtensionInitialization* r_initialization
) {
GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_openvic_types);
init_obj.register_terminator(uninitialize_openvic_types);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
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