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