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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
76 lines
3.9 KiB
C++
76 lines
3.9 KiB
C++
/**************************************************************************/
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/* openxr_action_set.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef OPENXR_ACTION_SET_H
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#define OPENXR_ACTION_SET_H
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#include "openxr_action.h"
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#include "core/io/resource.h"
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class OpenXRActionSet : public Resource {
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GDCLASS(OpenXRActionSet, Resource);
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private:
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String localized_name;
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int priority = 0;
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Array actions;
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void clear_actions();
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protected:
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static void _bind_methods();
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public:
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static Ref<OpenXRActionSet> new_action_set(const char *p_name, const char *p_localized_name, const int p_priority = 0); // Helper function for adding and setting up an action set
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void set_localized_name(const String p_localized_name); // Set the localized name of this action set
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String get_localized_name() const; // Get the localized name of this action set
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void set_priority(const int p_priority); // Set the priority of this action set
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int get_priority() const; // Get the priority of this action set
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int get_action_count() const; // Retrieve the number of actions in our action set
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void set_actions(Array p_actions); // Set our actions using an array of actions (for loading a resource)
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Array get_actions() const; // Get our actions as an array (for saving a resource)
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Ref<OpenXRAction> get_action(const String p_name) const; // Retrieve an action by name
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void add_action(Ref<OpenXRAction> p_action); // Add a new action to our action set
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void remove_action(Ref<OpenXRAction> p_action); // remove a action from our action set
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Ref<OpenXRAction> add_new_action(const char *p_name, const char *p_localized_name, const OpenXRAction::ActionType p_action_type, const char *p_toplevel_paths); // Helper function for adding and setting up an action
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// TODO add validation to display in the interface that checks if we have duplicate action names within our action set
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~OpenXRActionSet();
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};
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#endif // OPENXR_ACTION_SET_H
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