Mention rules for using Godot classes in the readme
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7cbb846417
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README.md
39
README.md
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@ -219,3 +219,42 @@ var simpleclass = load("res://simpleclass.gdns").new();
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simpleclass.method("Test argument");
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simpleclass.method("Test argument");
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```
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```
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### Using Godot classes in C++
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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.
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- Instantiate Objects using `_new()`, not C++'s `new` operator.
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```cpp
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Sprite *sprite = Sprite::_new();
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```
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- Destroy Nodes using `queue_free()`, not C++'s `delete` operator.
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```cpp
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some_old_node->queue_free();
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```
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- Wrap References in `Ref` instead of passing around raw pointers. They are ref-counted and do not need to be freed manually.
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```cpp
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Ref<Texture> texture = resource_loader->load("res://icon.png");
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```
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- 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.
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```cpp
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Array ints;
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ints.append(123);
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return ints;
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```
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- Initialize your NativeScript classes in their `_init()` method, not their constructor. The constructor can't access the base class's methods.
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- Cast objects using `Object::cast_to`, not unsafe C-style casts or `static_cast`.
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```cpp
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MeshInstance *m = Object::cast_to<MeshInstance>(get_node("ChildNode"));
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// m will be null if it's not a MeshInstance
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if (m) { ... }
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```
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- Never use Godot types in static or global variables. The Godot API is not loaded until after their constructors are called.
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```cpp
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String s; // crashes
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class SomeClass {
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static Dictionary d; // crashes
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static Node *node_a = NULL; // fine, it's just a pointer
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static Node *node_b = Node::_new(); // crashes
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};
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```
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