76 Commits

Author SHA1 Message Date
Gilles Roudière
3fcb8a4d1e Make extension instances create the corresponding godot object in their constructor 2021-12-03 15:37:49 +01:00
Bastiaan Olij
b008810c01 Implementing dictionary operators 2021-11-23 19:44:53 +11:00
Bastiaan Olij
c2b690439f Implement index operators for Arrays 2021-11-12 14:29:54 +11:00
Bastiaan Olij
957f86c3e3 Add Array:make macro 2021-11-02 00:20:19 +11:00
Bastiaan Olij
ef528d3a86 Rename interface to gdn_interface because it's a defined keyword under windows 2021-10-28 19:44:20 +11:00
Hennadii Chernyshchyk
1f96a0d16c
Use default destructor for Object 2021-09-28 09:59:17 +03:00
Bastiaan Olij
d5e0fc8e7c Temporary fix for issue in JSON export with NIL in operators 2021-09-27 23:08:12 +10:00
Hennadii Chernyshchyk
2b1100c878 Use default initialization
{ 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
Bastiaan Olij
7a2a7ea9e4 Add virtual destructor to Object class 2021-09-27 23:08:11 +10:00
George Marques
38ee8bfcf7 Change constructor/destructor management of extension classes
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
George Marques
dfa526ce16 Fix formatting of files 2021-09-27 23:08:10 +10:00
George Marques
f5858ef6c6 Fix calling of native functions that return object types 2021-09-27 23:08:10 +10:00
Bastiaan Olij
46c63af715 Re-introduce build-in type code for core types 2021-09-27 23:08:10 +10:00
Bastiaan Olij
3a5bd21092 Always convert float to double 2021-09-27 23:08:10 +10:00
Hennadii Chernyshchyk
e8030ed1cf Fix print file list 2021-09-27 23:08:10 +10:00
Hennadii Chernyshchyk
b7f03837a2 Fix return type check for variadic functions 2021-09-27 23:08:09 +10:00
Bastiaan Olij
dd72ce151a Remove unused import that breaks on windows 2021-09-27 23:08:09 +10:00
George Marques
9d4e51011a Properly encode numeric POD types 2021-09-27 23:08:09 +10:00
George Marques
f19bb9f57c Add copy/move constructors and assignment op to builtin types 2021-09-27 23:08:09 +10:00
George Marques
3a9ff8de7a Add support for engine singletons
Use, e.g. Engine::get_singleton() to get the singleton object();
2021-09-27 23:08:09 +10:00
George Marques
feafe0da36 Fix build with native structs 2021-09-27 23:08:09 +10:00
George Marques
a0634cca3f Auto-bind virtual method overrides 2021-09-27 23:08:08 +10:00
George Marques
8bcf32a619 Fix issues with method calls 2021-09-27 23:08:08 +10:00
George Marques
e4ed48976a Replace bindgins to work with extensions 2021-09-27 23:08:08 +10:00
Rémi Verschelde
83ef64079b
bindgen: Properly escape NodePath in default args 2021-09-27 12:41:46 +02:00
Raul Santos
54c2d23572 Escape parameters named enum.
Prefix parameters named `enum` with an underscore like all the other
reserved keywords.
2021-09-22 16:07:23 +02:00
Fabio Alessandrelli
024ffef50f Fix binding when default parameter is a PoolByteArray.
Like done for the other pool array types.
2021-07-17 18:06:50 +02:00
Hristo Stamenov
476a870d6c
Fix CMake generation on Windows (#536) 2021-05-15 22:57:05 +02:00
Matteo De Carlo
0c8dd096c4 Fix cmake source file generation 2021-03-03 19:40:54 +01:00
Marc Gilleron
67976ee47d Remove the need to use GODOT_SUBCLASS 2020-09-12 17:38:46 +01:00
Marc
824f4ef481
Merge pull request #416 from DuncanSparks/template_get_node
Add option to generate template version of Node::get_node
2020-08-23 20:28:44 +01:00
Duncan Sparks
a2ebc8bbec
Update binding_generator.py 2020-08-23 10:30:27 -07:00
Duncan Sparks
bd72bd4d68
Fix redundant check in binding_generator.py 2020-08-23 09:01:23 -07:00
sheepandshepherd
33f9de16e4 Use godot_object_cast_to instead of TagDB to cast engine types 2020-08-17 00:05:57 +02:00
Duncan Sparks
2b14529de6
Merge branch 'master' into template_get_node 2020-08-16 14:50:32 -07:00
Marc Gilleron
251062c9a5 Don't use Ref<T> in Object.hpp 2020-07-28 20:28:13 +01:00
Duncan Sparks
3b16f34d89
Add option for template get_node 2020-06-17 15:34:49 -07:00
Daniel Rakos
01606fa212 Optimizations to the generated bindings
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).
2019-04-10 16:51:51 +02:00
Hugo Locurcio
976a188837
Fix and improve the build system
- 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.
2019-04-07 15:40:49 +02:00
David Castro
30500632b1 escape 'typename' keyword, which is causing errors when generating bindings 2019-02-03 17:55:16 -08:00
bruvzg
be5a012ff7
Fix NULL dereferencing in get_from_variant and cast_to 2018-11-26 08:11:31 +02:00
bruvzg
715d1dc82b
Fix passing NULL pointers as arguments via ptrcall 2018-11-19 22:40:31 +02:00
bruvzg
ec5d718191
Fix TagDB registration for classes with underscore in the name. 2018-11-17 18:25:12 +02:00
bruvzg
700310c8c3
Fix ptrcall passing invalid size int. 2018-11-17 18:23:52 +02:00
karroffel
200bf226bf Nativescript 1.1
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)
2018-11-07 21:23:08 +11:00
Thomas Herzog
d8becfbe90
Merge pull request #130 from marcelofg55/int_real_arrays
Fix bindings for PoolIntArray and PoolRealArray
2018-05-09 10:22:59 +02:00
Marcelo Fernandez
ae38ebc80c fix method calls that take floats/doubles 2018-05-08 21:58:48 -03:00
Marcelo Fernandez
709446da94 Fix bindings for PoolIntArray and PoolRealArray 2018-05-08 21:47:34 -03:00
Nickolai Korshunov
ef37d8d76e Merge branch 'master' of https://github.com/GodotNativeTools/godot-cpp 2018-04-25 11:40:49 +03:00
Nickolai Korshunov
876715b610 disable strict enums 2018-04-25 11:39:18 +03:00