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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-5/+8
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-18/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-10/+8
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-1/+2
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Add ability to bind typed arrays to script APIJuan Linietsky2020-04-211-0/+1
| | | | | | | Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* Style: Harmonize header guards to style guide [Core]Rémi Verschelde2020-03-251-1/+1
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* Created the callable_mp macro, for signals to call method pointers directly.Juan Linietsky2020-02-211-6/+5
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-5/+5
| | | | objects and made them default.
* Allows to doc vararg method return type as voidHaoyu Qiu2020-01-021-4/+6
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
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* C#: Generate the correct integer and floating point typesIgnacio Etcheverry2019-04-271-0/+6
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-5/+6
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Merge pull request #15282 from poke1024/check-obj-classJuan Linietsky2018-05-081-1/+27
|\ | | | | Check implicit casts on object classes in bound method calls
| * Object class checking on bound method callsBernhard Liebl2018-01-101-1/+27
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* | Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
|/ | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-1/+1
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* DocData and type hints fixesIgnacio Etcheverry2017-08-291-0/+1
| | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* Dead code tells no talesRémi Verschelde2017-08-271-22/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Changed MethodBind API to request information from methods. It's much claner ↵Juan Linietsky2017-08-231-19/+33
| | | | | | now. Also changed PropertyInfo to include informatino about class names.
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-1/+25
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* Added Corner Enumtoger52017-08-151-0/+1
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* Improves method bind detection of signature typesIgnacio Etcheverry2017-08-101-4/+15
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+0
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-126/+115
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-071-7/+12
| | | | documentation more clearly and also make it easier to bind to C#
* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-0/+1
| | | | | -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-1/+6
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* Improved binding system (ObjectTypeDB::bind_method) to be friendlier to ↵Juan Linietsky2016-06-221-0/+40
| | | | | | statically typed languages, should help in the Mono integration. Disabled by default.
* remove trailing whitespaceHubert Jarosz2016-03-091-6/+6
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* -Added method flags to global constants for scriptJuan Linietsky2016-01-311-0/+1
| | | | -Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-1/+1
| | | | -Added function to retrieve list of actions fron InputMap
* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-1/+1
| | | | -added NOTIFICATION_INSTANCED
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-0/+1
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+306