Fix godot-cpp types registration
A initialization bug was causing the registration to occur prior to a key required field being set (see https://github.com/GodotNativeTools/godot-cpp/issues/394#issuecomment-613636985 for more details). Fixes #394pull/395/head
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@ -140,6 +140,13 @@ void Godot::gdnative_init(godot_gdnative_init_options *options) {
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// Initialize the `language_index` here since `__register_types()` makes use of it.
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godot_instance_binding_functions binding_funcs = {};
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binding_funcs.alloc_instance_binding_data = wrapper_create;
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binding_funcs.free_instance_binding_data = wrapper_destroy;
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godot::_RegisterState::language_index = godot::nativescript_1_1_api->godot_nativescript_register_instance_binding_data_functions(binding_funcs);
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// register these now
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// register these now
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___register_types();
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___register_types();
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___init_method_bindings();
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___init_method_bindings();
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@ -155,12 +162,6 @@ void Godot::gdnative_profiling_add_data(const char *p_signature, uint64_t p_time
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void Godot::nativescript_init(void *handle) {
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void Godot::nativescript_init(void *handle) {
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godot::_RegisterState::nativescript_handle = handle;
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godot::_RegisterState::nativescript_handle = handle;
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godot_instance_binding_functions binding_funcs = {};
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binding_funcs.alloc_instance_binding_data = wrapper_create;
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binding_funcs.free_instance_binding_data = wrapper_destroy;
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godot::_RegisterState::language_index = godot::nativescript_1_1_api->godot_nativescript_register_instance_binding_data_functions(binding_funcs);
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}
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}
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void Godot::nativescript_terminate(void *handle) {
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void Godot::nativescript_terminate(void *handle) {
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