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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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@@ -81,7 +81,7 @@ protected:
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public:
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Variant getvar(const Variant &p_key, bool *r_valid = nullptr) const override;
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void setvar(const Variant &p_key, const Variant &p_value, bool *r_valid = nullptr) override;
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Variant call(const StringName &p_method, const Variant **p_args, int p_argc, Callable::CallError &r_error) override;
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Variant callp(const StringName &p_method, const Variant **p_args, int p_argc, Callable::CallError &r_error) override;
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JavaScriptObjectImpl() {}
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JavaScriptObjectImpl(int p_id) { _js_id = p_id; }
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~JavaScriptObjectImpl() {
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@@ -231,7 +231,7 @@ int JavaScriptObjectImpl::_variant2js(const void **p_args, int p_pos, godot_js_w
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return type;
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}
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Variant JavaScriptObjectImpl::call(const StringName &p_method, const Variant **p_args, int p_argc, Callable::CallError &r_error) {
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Variant JavaScriptObjectImpl::callp(const StringName &p_method, const Variant **p_args, int p_argc, Callable::CallError &r_error) {
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godot_js_wrapper_ex exchange;
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const String method = p_method;
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void *lock = nullptr;
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