Merge pull request #864 from Zylann/fix_passing_null
Fix passing null to functions taking Object parameterspull/806/merge
commit
1507253bd5
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@ -1664,7 +1664,9 @@ def get_encoded_arg(arg_name, type_name, type_meta):
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result.append(f"\tPtrToArg<{correct_type(type_name)}>::encode({name}, &{name}_encoded);")
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result.append(f"\tPtrToArg<{correct_type(type_name)}>::encode({name}, &{name}_encoded);")
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name = f"&{name}_encoded"
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name = f"&{name}_encoded"
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elif is_engine_class(type_name):
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elif is_engine_class(type_name):
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name = f"{name}->_owner"
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# `{name}` is a C++ wrapper, it contains a field which is the object's pointer Godot expects.
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# We have to check `nullptr` because when the caller sends `nullptr`, the wrapper itself will be null.
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name = f"({name} != nullptr ? {name}->_owner : nullptr)"
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else:
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else:
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name = f"&{name}"
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name = f"&{name}"
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