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path: root/modules/gdnative/nativescript/api_generator.cpp
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* Added static method information the generated builtin API JSONGeorge Marques2021-03-171-0/+3
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* Improve GDNative api.json generatorGeorge Marques2021-02-091-7/+33
| | | | | | | - Add indexed type to the builtin types output, which is useful for bindings implementing array-like access. - Use getter type instead of hint for property types, as the hint can be unreliable and include multiple comma-separated possible types.
* Add GDNative JSON generator for the builtin APIGeorge Marques2021-01-291-18/+394
| | | | | | | | | | | | | | Which can be used by language bindings to generate code statically. This is generated as a different file from the class API because it has different requirements (the builtin types have constructors and don't have signals), so bindings can better make use of each JSON file without extra parsing. This also cleans up a bit the old API generator, mainly initializing structs and renaming "instanciable" to the more correct "instantiable". The argument description in help text was updated to better reflect how it should be used. The <path> argument is mandatory.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-10/+10
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-2/+2
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* Merge pull request #40386 from ↵Rémi Verschelde2020-07-151-1/+1
|\ | | | | | | | | touilleMan/correct-Reference-is_reference-api.json Correct is_reference attribute in api.json for Reference class
| * Correct is_reference attribute in api.json for Reference classEmmanuel Leblond2020-07-141-1/+1
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* | Add missing has_default_value field for signals in api.jsonEmmanuel Leblond2020-07-141-0/+1
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* Commit other files changed by file_format.shAaron Franke2020-07-131-1/+1
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-7/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-7/+7
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-3/+3
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* 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.
* Add singleton_name field to autogenerated json apiEmmanuel Leblond2019-11-161-0/+6
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* Sort data exported to the api.json file for GDNativeBastiaan Olij2019-04-191-0/+34
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* Fix where json exported empty typesBastiaan Olij2019-04-071-0/+3
| | | | (cherry picked from commit 6226be9595caec7f741cdf570ca99e742a611388)
* fix GDNative binding generation for object typeskarroffel2019-03-171-1/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix some cppcheck errorsSimon Wenner2018-10-041-0/+1
| | | | | | cppcheck: fix broken pre-processor statement cppcheck: fix Uninitialized struct members in canvas editor plugin cppcheck: fix uninitialized struct member: method_api.is_virtual
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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.
* Removed unnecessary assignmentsWilson E. Alvarez2018-07-241-2/+0
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* 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!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+0
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* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-2/+2
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* [GDnative] add pluginscript \o/Emmanuel Leblond2017-10-171-1/+1
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* Include property index in GDNative class APIsheepandshepherd2017-10-081-1/+5
| | | | Needed by properties that share set/get functions. Fixes #10329.
* merged gdnative and nativescript moduleKarroffel2017-09-031-0/+487