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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

@@ -85,7 +85,7 @@ public:
String get_file_uri(const String &p_path) const;
void publish_diagnostics(const String &p_path);
void completion(const lsp::CompletionParams &p_params, List<ScriptCodeCompletionOption> *r_options);
void completion(const lsp::CompletionParams &p_params, List<ScriptLanguage::CodeCompletionOption> *r_options);
const lsp::DocumentSymbol *resolve_symbol(const lsp::TextDocumentPositionParams &p_doc_pos, const String &p_symbol_name = "", bool p_func_required = false);
void resolve_related_symbols(const lsp::TextDocumentPositionParams &p_doc_pos, List<const lsp::DocumentSymbol *> &r_list);