Use storybook namespace
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@ -7,6 +7,7 @@
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#define STATCHECK_GT 1
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#define STATCHECK_LT 2
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namespace storybook {
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struct statcheck_t {
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char *stat;
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int value;
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@ -57,6 +58,7 @@ struct Page {
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};
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std::vector<Page*> CyoaParse(FILE *);
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}
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#endif /* CYOA_H */
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@ -5,6 +5,8 @@
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#include <cassert>
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#include "cyoa.h"
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using namespace storybook;
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FILE* yyin = stdin;
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#define YY_INPUT(buf, result, max_size) { \
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@ -153,7 +155,7 @@ void append_body(Page *page, char *str) {
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}
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}
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std::vector<Page*> CyoaParse(FILE *file) {
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std::vector<Page*> storybook::CyoaParse(FILE *file) {
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yyin = file;
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yyparse();
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yyin = stdin;
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@ -4,6 +4,8 @@
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#include "storybook.h"
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using namespace storybook;
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Storybook::Storybook() {
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// TODO
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}
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@ -7,6 +7,8 @@
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#include <cstdio>
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#include "cyoa.h"
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namespace storybook {
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class Storybook {
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private:
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std::vector<Page*> pages;
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@ -39,5 +41,5 @@ public:
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}
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};
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};
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}
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#endif /* STORYBOOK_H */
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@ -18,7 +18,7 @@ int main(int argc, const char *argv[]) {
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fprintf(stderr, "Error: could not read %s", argv[1]);
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return 2;
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}
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Storybook sb(fin);
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storybook::Storybook sb(fin);
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fclose(fin);
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sb.Find("START");
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3
src/godot/.gitignore
vendored
3
src/godot/.gitignore
vendored
@ -1,2 +1,3 @@
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.sconsign.dblite
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bin/
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bin/
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*.os
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@ -12,7 +12,7 @@ opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdstorybook', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "godot-cpp/godot-headers/"
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@ -12,5 +12,5 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
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godot::Godot::nativescript_init(handle);
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godot::register_class<godot::Story>();
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godot::register_class<godot::Storybook>();
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}
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@ -2,12 +2,12 @@
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using namespace godot;
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void Story::_register_methods() {
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void Storybook::_register_methods() {
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// TODO
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// e.g. register_method("_process", &Story::_process);
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}
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Story::Story(){}
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Story::~Story(){}
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Storybook::Storybook(){}
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Storybook::~Storybook(){}
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@ -7,14 +7,14 @@
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#include <Sprite.hpp>
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namespace godot {
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class Story : public Node {
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GODOT_CLASS(Story, Node)
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class Storybook : public Node {
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GODOT_CLASS(Storybook, Node)
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private:
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Storybook storybook;
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storybook::Storybook storybook;
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public:
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static void _register_methods();
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Story();
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~Story();
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Storybook();
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~Storybook();
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void _init();
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};
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