Using a scons Builder we now regenerate the bindings automatically
when the Godot API json or header has changed.
The option to force bindings regeneration (generate_bindings=yes) is
retained.
{ 0 } initializes only first element with zero explicitly and other
elements with their default value (zeros too). Technically it will work
the same, but will be more correct.
This makes sure custom constructors are always called on extension
classes. However, note that constructors should not take any parameters,
since Godot doesn't support that. Parameters are ignore in memnew macro.
Use memnew(MyClass()) instead of memnew(MyClass) since it now needs a
value instead of a class name. This macro calls MyClass::_new() (define
in GDCLASS macro) which ultimately calls Godot to create the object,
ensuring that both the Godot and the extension instances are created.
Non Godot classes (that don't derive godot::Object) are constructed as
usual an can have parameters.
memdelete is also changed for the same reason, as it needs to destroy
the Godot object as well, and that automatically frees the bound
extension instance.
This change gets rid of the call-time method binding query, instead it queries
all method bindings up-front at initialization time so that no extra cost is
added at function call time.
In addition, also converted the "icall" code to a header-only library so one
level of unnecessary call-stack is eliminated.
Also changed binding generator to use real_t instead of double everywhere
(except at the GDNative interface where unfortunately using doubles is hard-coded
on the engine side).
All this comes at a minimal increase in binary size (for the library, as actual
native modules might not even increase in size in practice).
- Fix automatic architecture detection
- Fix compiling with MinGW on Linux
- MinGW on Windows is still not working though
- Default to Clang on macOS
- Remove redundant `use_custom_api_file` option
- Format SConstruct using Flake8
This closes#245.
implemented instance binding data usage
This commit changes the way C++ wrapper classes work.
Previously, wrapper classes were merely wrapper *interfaces*.
They used the `this` pointer to store the actual foreign Godot
Object.
With the NativeScript 1.1 extension it is now possible to have
low-overhead language binding data attached to Objects.
The C++ bindings use that feature to implement *proper* wrappers
and enable regular C++ inheritance usage that way.
Some things might still be buggy and untested, but the C++
SimpleDemo works with those changes.
new and free change, custom free will crash engine, be wary
fix exporting of non-object types
fix free() crash with custom resources
added type tags and safe object casting
fix global type registration order
fix cast_to
changed build system to be more self contained
updated .gitignore
use typeid() for type tags now
fix indentation in bindings generator
remove accidentally added files
fix gitignore
Fixed up registering tool and updated godot_headers
Fix crash when calling String::split/split_floats
Was casting to the wrong object type.
Also adds parse_ints function to String with the same logic
Better warning/error macros
Change gitignore so we get our gen folders
New documentation based on nativescript 1.1
Fixed GODOT_SUBCLASS macro
Preventing crash when function returned null ptr
Adds needed include <typeinfo>
Solves this issue #168 due to not having the include of typeinfo
Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'.
cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
update vector3::distance_to
Remove godot_api.json as its now in the godot_headers submodule (api.json)