3fcb8a4d1e
Make extension instances create the corresponding godot object in their constructor
2021-12-03 15:37:49 +01:00
94efe3d410
Fixing compiler warnings around implicit type casting loosing precision
2021-11-22 21:48:20 +11:00
957f86c3e3
Add Array:make macro
2021-11-02 00:20:19 +11:00
ef528d3a86
Rename interface to gdn_interface because it's a defined keyword under windows
2021-10-28 19:44:20 +11:00
6a720e5c7c
Merge pull request #631 from Faless/ext/ref_casting_2
2021-09-28 16:14:45 +02:00
b90d0ac555
Add Ref<T> binding support.
...
Added PtrToArg and GetTypeInfo adapted from Godot.
2021-09-28 15:49:08 +02:00
80fdb9146f
Add pointers support for virtual methods.
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As introduced in godot for virtual methods.
Custom structs are not yet supported.
2021-09-27 16:13:24 +02:00
0e3bc393d5
Fully register class on register_class call
2021-09-27 23:08:12 +10:00
fad6329699
Implement Ref copy constructor
2021-09-27 23:08:12 +10:00
ea7324afe8
Fix encoding/decoding of null objects.
2021-09-27 23:08:12 +10:00
42dd64f22f
Fix binding of function that takes Object * parameters.
2021-09-27 23:08:11 +10:00
b4632e317d
Fix creation (and godot-side deletion) of extended objects.
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Proper initialization for godot-cpp classes with memnew.
Extension classes (i.e. the `GDCLASS` macro) behave differently from
regular wrapped classes, and requires Godot to initialize them during
object construction.
This commit update the GDCLASS macro to not create/destroy the instance
during the bindings callback, but during the extension callbacks.
When setting the object instance, the bindings instance is set to the
pointer of the extension instance so that it can later be retrieved
normally via `object_get_instance_bindings`.
2021-09-27 23:08:11 +10:00
cc88df05e7
Fix PtrToArg encoding for Object *.
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It didn't set the return value at all, changing the local value instead.
Now instead correctly sets it as a generic pointer type from `_owner`.
2021-09-27 23:08:11 +10:00
fab017c91a
Fix some clang format things
2021-09-27 23:08:11 +10:00
38ee8bfcf7
Change constructor/destructor management of extension classes
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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.
2021-09-27 23:08:11 +10:00
e839199848
Add support for property groups
2021-09-27 23:08:11 +10:00
02802b1d0e
Add in driver types and rejig code to make it easier to extend
2021-09-27 23:08:11 +10:00
aef0f1e248
Change initialization to allow custom level callbacks
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Now it needs a callback for each level so custom logic (like loading
singletons) can be performed.
2021-09-27 23:08:10 +10:00
dfa526ce16
Fix formatting of files
2021-09-27 23:08:10 +10:00
f5858ef6c6
Fix calling of native functions that return object types
2021-09-27 23:08:10 +10:00
46c63af715
Re-introduce build-in type code for core types
2021-09-27 23:08:10 +10:00
b07559882c
Silence delete compile warning in memory.h/cpp on Windows
2021-09-27 23:08:09 +10:00
a0634cca3f
Auto-bind virtual method overrides
2021-09-27 23:08:08 +10:00
8bcf32a619
Fix issues with method calls
2021-09-27 23:08:08 +10:00
e4ed48976a
Replace bindgins to work with extensions
2021-09-27 23:08:08 +10:00
cf30b0f39d
rewrote binding generator in python
2017-05-12 21:53:07 +02:00
ac51c7b141
moved includes out of namespace
2017-04-18 00:38:09 +02:00
005b9aa148
String.c_string() now returns char *
2017-04-11 15:48:26 +02:00
e16e2fe308
basic signal support and update binding generation
2017-04-11 03:04:29 +02:00
617057c704
support for script inheritance
2017-04-06 05:05:53 +02:00
5e3b01f0f1
some NodePath fixes and better handling of Object type arguments
2017-04-06 02:32:24 +02:00
63c2b9d474
new macros for entry points, virtual method fix
2017-04-05 17:16:47 +02:00
8aaef5a6a2
use pointers for objects, default arguments
2017-04-05 01:00:33 +02:00
c40a9dce51
Added Variant constructor for Object types
2017-04-04 02:28:05 +02:00
fe4f8b9581
added support for tool scripts
2017-03-18 19:01:11 +01:00
cd1bec5515
added property registration
2017-03-18 16:58:03 +01:00
7fa7f7b9c5
added operator overload for string
2017-03-18 15:23:28 +01:00
8d63048c6d
Windows compatibility
2017-03-15 23:19:58 +01:00
bce9ac109d
mistakes were made. I undid them.
2017-03-15 18:13:29 +01:00
b098147977
using method data for wrapper methods now
2017-03-14 01:12:55 +01:00
575bb7f339
reworked object system a little bit
2017-03-09 03:03:21 +01:00
c772d7f656
added Godot.hpp
2017-03-06 18:39:56 +01:00
632c953e42
buuunch of stuff
2017-03-06 08:49:24 +01:00
92e1f553ec
properly implemented core types (c++ wise)
2017-03-06 03:30:46 +01:00
a15e7b7189
I hate templates
2017-03-05 03:02:29 +01:00
5762c2f53f
Added binding generator
2017-03-04 05:36:31 +01:00