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#include "register_types.h"
#include <godot_cpp/classes/engine.hpp>
#include "Checksum.hpp"
#include "LoadLocalisation.hpp"
#include "GameSingleton.hpp"
#include "MapMesh.hpp"
using namespace godot;
using namespace OpenVic2;
static Checksum* _checksum;
static LoadLocalisation* _load_localisation;
static GameSingleton* _map_singleton;
void initialize_openvic2_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ClassDB::register_class<Checksum>();
_checksum = 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>();
_map_singleton = memnew(GameSingleton);
Engine::get_singleton()->register_singleton("GameSingleton", GameSingleton::get_singleton());
ClassDB::register_class<MapMesh>();
}
void uninitialize_openvic2_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
Engine::get_singleton()->unregister_singleton("Checksum");
memdelete(_checksum);
Engine::get_singleton()->unregister_singleton("LoadLocalisation");
memdelete(_load_localisation);
Engine::get_singleton()->unregister_singleton("GameSingleton");
memdelete(_map_singleton);
}
extern "C" {
// Initialization.
GDExtensionBool GDE_EXPORT openvic2_library_init(GDExtensionInterface const* p_interface, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization* r_initialization) {
GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
init_obj.register_initializer(initialize_openvic2_types);
init_obj.register_terminator(uninitialize_openvic2_types);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
}
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