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Add GDExtension support to Script

* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
This commit is contained in:
reduz
2022-03-26 16:48:43 +01:00
parent a5eed70fa2
commit 360dea5348
38 changed files with 2019 additions and 267 deletions

View File

@@ -162,8 +162,8 @@ protected:
void _update_bookmark_list();
void _bookmark_item_pressed(int p_idx);
static void _code_complete_scripts(void *p_ud, const String &p_code, List<ScriptCodeCompletionOption> *r_options, bool &r_force);
void _code_complete_script(const String &p_code, List<ScriptCodeCompletionOption> *r_options, bool &r_force);
static void _code_complete_scripts(void *p_ud, const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_force);
void _code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_force);
void _load_theme_settings();
void _set_theme_for_script();