Change initialization to allow custom level callbacks
Now it needs a callback for each level so custom logic (like loading singletons) can be performed.
This commit is contained in:
committed by
Bastiaan Olij
parent
dfa526ce16
commit
aef0f1e248
@@ -45,12 +45,47 @@ extern "C" void *token;
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class GDExtensionBinding {
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public:
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using Callback = void (*)();
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static Callback core_init;
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static Callback server_init;
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static Callback scene_init;
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static Callback editor_init;
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static Callback core_terminate;
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static Callback server_terminate;
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static Callback scene_terminate;
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static Callback editor_terminate;
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static GDNativeBool init(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization);
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public:
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static void initialize_level(void *userdata, GDNativeInitializationLevel p_level);
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static void deinitialize_level(void *userdata, GDNativeInitializationLevel p_level);
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static void *create_instance_callback(void *p_token, void *p_instance);
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static void free_instance_callback(void *p_token, void *p_instance, void *p_binding);
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class InitObject {
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const GDNativeInterface *interface;
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const GDNativeExtensionClassLibraryPtr library;
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GDNativeInitialization *initialization;
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public:
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InitObject(const GDNativeInterface *p_interface, const GDNativeExtensionClassLibraryPtr p_library, GDNativeInitialization *r_initialization) :
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interface(p_interface),
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library(p_library),
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initialization(r_initialization) {}
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void register_core_initializer(Callback p_core_init) const;
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void register_server_initializer(Callback p_server_init) const;
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void register_scene_initializer(Callback p_scene_init) const;
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void register_editor_initializer(Callback p_editor_init) const;
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void register_core_terminator(Callback p_core_terminate) const;
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void register_server_terminator(Callback p_server_terminate) const;
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void register_scene_terminator(Callback p_scene_terminate) const;
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void register_editor_terminator(Callback p_editor_terminate) const;
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GDNativeBool init() const;
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};
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};
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} // namespace godot
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