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9 Commits

Author SHA1 Message Date
Bo 9b71e29001
Merge fe25e221a5 into 0ddef6ed96 2024-01-15 14:57:41 +08:00
Rémi Verschelde 0ddef6ed96
Merge pull request #1354 from nightblade9/patch-1
Update README.md with basic pre-requisites
2024-01-11 13:11:30 +01:00
Rémi Verschelde 64529361b4
Merge pull request #1351 from Daylily-Zeleen/daylily-zeleen/remove_namespace_in_global_constants_binding
Remove "godot" namespace when binding global constants.
2024-01-11 13:10:51 +01:00
Rémi Verschelde edf1637c2c
Merge pull request #1349 from AThousandShips/op_fix
Add missing `OP_POWER` operator to `Variant`
2024-01-11 13:10:07 +01:00
nightblade9 ee169b201b Update README.md with basic pre-requisites 2024-01-10 15:29:23 -05:00
Daylily-Zeleen bd40a94424 Remove "godot" namespace when binding global constants. 2024-01-07 15:24:02 +08:00
A Thousand Ships f037a697eb
Add missing `OP_POWER` operator to `Variant` 2024-01-06 21:12:52 +01:00
Bo fe25e221a5
Fix indentation
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-12-05 17:36:54 +01:00
Bohumil Homola 64f0a6150d Expanding CMake to other compilers other than MSVC on Windows platform 2023-12-05 16:26:25 +01:00
4 changed files with 9 additions and 4 deletions

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@ -163,7 +163,7 @@ target_compile_definitions(${PROJECT_NAME} PUBLIC
DEBUG_ENABLED DEBUG_ENABLED
DEBUG_METHODS_ENABLED DEBUG_METHODS_ENABLED
> >
$<${compiler_is_msvc}: $<$<AND:$<BOOL:${WIN32}>,$<NOT:${compiler_is_gnu}>>:
TYPED_METHOD_BIND TYPED_METHOD_BIND
> >
) )

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@ -74,7 +74,10 @@ so formatting is done before your changes are submitted.
## Getting started ## Getting started
It's a bit similar to what it was for 3.x but also a bit different. You need the same C++ pre-requisites installed that are required for the `godot` repository. Follow the [official build instructions for your target platform](https://docs.godotengine.org/en/latest/contributing/development/compiling/index.html#building-for-target-platforms).
Getting started with GDExtensions is a bit similar to what it was for 3.x but also a bit different.
This new approach is much more akin to how core Godot modules are structured. This new approach is much more akin to how core Godot modules are structured.
Compiling this repository generates a static library to be linked with your shared lib, Compiling this repository generates a static library to be linked with your shared lib,

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@ -1778,9 +1778,9 @@ def generate_global_constant_binds(api, output_dir):
continue continue
if enum_def["is_bitfield"]: if enum_def["is_bitfield"]:
header.append(f'VARIANT_BITFIELD_CAST(godot::{enum_def["name"]});') header.append(f'VARIANT_BITFIELD_CAST({enum_def["name"]});')
else: else:
header.append(f'VARIANT_ENUM_CAST(godot::{enum_def["name"]});') header.append(f'VARIANT_ENUM_CAST({enum_def["name"]});')
# Variant::Type is not a global enum, but only one line, it is worth to place in this file instead of creating new file. # Variant::Type is not a global enum, but only one line, it is worth to place in this file instead of creating new file.
header.append(f"VARIANT_ENUM_CAST(godot::Variant::Type);") header.append(f"VARIANT_ENUM_CAST(godot::Variant::Type);")
@ -2433,6 +2433,7 @@ def get_operator_id_name(op):
"unary-": "negate", "unary-": "negate",
"unary+": "positive", "unary+": "positive",
"%": "module", "%": "module",
"**": "power",
"<<": "shift_left", "<<": "shift_left",
">>": "shift_right", ">>": "shift_right",
"&": "bit_and", "&": "bit_and",

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@ -122,6 +122,7 @@ public:
OP_NEGATE, OP_NEGATE,
OP_POSITIVE, OP_POSITIVE,
OP_MODULE, OP_MODULE,
OP_POWER,
// bitwise // bitwise
OP_SHIFT_LEFT, OP_SHIFT_LEFT,
OP_SHIFT_RIGHT, OP_SHIFT_RIGHT,