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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.
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@@ -166,7 +166,7 @@ protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_properties) const;
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Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override;
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static void _bind_methods();
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@@ -285,7 +285,7 @@ public:
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virtual void get_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName &p_method) const;
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Variant debug_get_member_by_index(int p_idx) const { return members[p_idx]; }
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