Mention rules for using Godot classes in the readme

pull/363/head
sheepandshepherd 2019-12-29 22:34:13 +01:00
parent 7cbb846417
commit 65295d6c44
1 changed files with 39 additions and 0 deletions

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@ -219,3 +219,42 @@ var simpleclass = load("res://simpleclass.gdns").new();
simpleclass.method("Test argument"); simpleclass.method("Test argument");
``` ```
### Using Godot classes in C++
Godot expects you to manage its classes the same way the engine does. These rules apply to all Godot classes, including your NativeScripts, but not to any normal C++ classes used in your library.
- Instantiate Objects using `_new()`, not C++'s `new` operator.
```cpp
Sprite *sprite = Sprite::_new();
```
- Destroy Nodes using `queue_free()`, not C++'s `delete` operator.
```cpp
some_old_node->queue_free();
```
- Wrap References in `Ref` instead of passing around raw pointers. They are ref-counted and do not need to be freed manually.
```cpp
Ref<Texture> texture = resource_loader->load("res://icon.png");
```
- Pass core types that do *not* inherit Object by value. The containers (Array, Dictionary, PoolArray, String) manage their own memory and do not need to be explicitly initialized or freed.
```cpp
Array ints;
ints.append(123);
return ints;
```
- Initialize your NativeScript classes in their `_init()` method, not their constructor. The constructor can't access the base class's methods.
- Cast objects using `Object::cast_to`, not unsafe C-style casts or `static_cast`.
```cpp
MeshInstance *m = Object::cast_to<MeshInstance>(get_node("ChildNode"));
// m will be null if it's not a MeshInstance
if (m) { ... }
```
- Never use Godot types in static or global variables. The Godot API is not loaded until after their constructors are called.
```cpp
String s; // crashes
class SomeClass {
static Dictionary d; // crashes
static Node *node_a = NULL; // fine, it's just a pointer
static Node *node_b = Node::_new(); // crashes
};
```