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Remove VARIANT_ARG* macros

* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
This commit is contained in:
reduz
2022-03-09 14:58:40 +01:00
parent 922348f4c0
commit 21637dfc25
59 changed files with 417 additions and 467 deletions

View File

@@ -8,7 +8,7 @@ _FORCE_INLINE_ bool _gdvirtual_##m_name##_call($CALLARGS) $CONST { \\
if (script_instance) {\\
Callable::CallError ce; \\
$CALLSIARGS\\
$CALLSIBEGINscript_instance->call(_gdvirtual_##m_name##_sn, $CALLSIARGPASS, ce);\\
$CALLSIBEGINscript_instance->callp(_gdvirtual_##m_name##_sn, $CALLSIARGPASS, ce);\\
if (ce.error == Callable::CallError::CALL_OK) {\\
$CALLSIRET\\
return true;\\