91c56a0ad1
Add bindings for Vector4, Vector4i, Projection built-in types.
2022-07-21 09:36:38 +03:00
713b122b84
Add support for BitField hint, sync API files.
2022-07-11 15:00:17 +03:00
bffedfed1e
Fix typo in static method binding generator
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com >
2022-07-08 15:30:23 +02:00
e5c4351bc7
Unify bits, android_arch, macos_arch ios_arch into arch, support non-x86
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Unify arguments and add support for ARM64 and RV64 Linux
2022-06-01 13:00:25 -05:00
e06d5cd414
Add double precision build support.
2022-05-04 15:56:35 +03:00
fa698ddd12
[Scons] Use builder to track bindings regeneration.
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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.
2022-05-03 10:48:23 +02:00
b47dfb6a5c
[CI] Add python file format to static checks.
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Uses the same version of `black` as godot.
2022-05-02 21:13:56 +02:00
057a771fda
Add support for variadic method binds with the typed return. Sync headers.
2022-03-30 15:11:28 +03:00
d9d68550d9
Fix generating static methods without return value.
2022-03-25 14:13:45 +02:00
28027394f5
Add support for static method bindings.
2022-03-22 16:06:13 +02:00
93de1b2b0b
Sync godot-headers and fix build after "Create GDExtension clases for PhysicsServer3D".
2022-03-16 20:33:06 +02:00
1632322ce0
Update copyright year
2022-03-15 10:17:53 +01:00
b8b9a2fad9
Fix return type encoding for ptrcall.
2022-03-09 17:18:21 +02:00
101d61b64a
[master] Run black format on SConstruct files and bindings generator
2022-02-26 15:04:11 -06:00
e36180f377
Port a bunch of Godot container templates to GDExtension.
2022-02-18 21:07:53 +02:00
7fa81e798b
Merge pull request #704 from bruvzg/fix_const_ptr
2022-02-16 13:29:29 +01:00
d9111350b9
Merge pull request #699 from bruvzg/enum_and_ptr_binds
2022-02-16 12:32:26 +01:00
a8cd21ac07
Fix "const" NativePtr binds.
2022-02-16 11:35:13 +02:00
7aaab11b0f
Add Variant binders for the generated classes, structs and global enums
2022-02-15 10:47:12 +02:00
bf8fc4c53d
Add ptr() / ptrw() to the arrays, add missing String methods, add missing CharString method implementations.
2022-02-14 23:17:21 +02:00
3fcb8a4d1e
Make extension instances create the corresponding godot object in their constructor
2021-12-03 15:37:49 +01:00
b008810c01
Implementing dictionary operators
2021-11-23 19:44:53 +11:00
c2b690439f
Implement index operators for Arrays
2021-11-12 14:29:54 +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
1f96a0d16c
Use default destructor for Object
2021-09-28 09:59:17 +03:00
d5e0fc8e7c
Temporary fix for issue in JSON export with NIL in operators
2021-09-27 23:08:12 +10:00
2b1100c878
Use default initialization
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{ 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.
2021-09-27 23:08:11 +10:00
7a2a7ea9e4
Add virtual destructor to Object class
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
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
3a5bd21092
Always convert float to double
2021-09-27 23:08:10 +10:00
e8030ed1cf
Fix print file list
2021-09-27 23:08:10 +10:00
b7f03837a2
Fix return type check for variadic functions
2021-09-27 23:08:09 +10:00
dd72ce151a
Remove unused import that breaks on windows
2021-09-27 23:08:09 +10:00
9d4e51011a
Properly encode numeric POD types
2021-09-27 23:08:09 +10:00
f19bb9f57c
Add copy/move constructors and assignment op to builtin types
2021-09-27 23:08:09 +10:00
3a9ff8de7a
Add support for engine singletons
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Use, e.g. Engine::get_singleton() to get the singleton object();
2021-09-27 23:08:09 +10:00
feafe0da36
Fix build with native structs
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
83ef64079b
bindgen: Properly escape NodePath in default args
2021-09-27 12:41:46 +02:00
54c2d23572
Escape parameters named enum.
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Prefix parameters named `enum` with an underscore like all the other
reserved keywords.
2021-09-22 16:07:23 +02:00
024ffef50f
Fix binding when default parameter is a PoolByteArray.
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Like done for the other pool array types.
2021-07-17 18:06:50 +02:00
476a870d6c
Fix CMake generation on Windows ( #536 )
2021-05-15 22:57:05 +02:00
0c8dd096c4
Fix cmake source file generation
2021-03-03 19:40:54 +01:00
67976ee47d
Remove the need to use GODOT_SUBCLASS
2020-09-12 17:38:46 +01:00