* Add a new GodotInstance GDCLASS that provides startup and iteration commands to control a Godot instance.
* Adds a libgodot_create_godot_instance entry point that creates a new Godot instance and returns a GodotInstance object.
* Adds a libgodot_destroy_godot_instance entry point that destroys the Godot instance.
Sample Apps: https://github.com/migeran/libgodot_project
Developed by [Migeran](https://migeran.com)
Sponsors & Acknowledgements:
* Initial development sponsored by [Smirk Software](https://www.smirk.gg/)
* Rebasing to Godot 4.3 and further development sponsored by [Xibbon Inc.](https://xibbon.com)
* The GDExtension registration of the host process & build system changes were based
on @Faolan-Rad's LibGodot PR: https://github.com/godotengine/godot/pull/72883
* Thanks to Ben Rog-Wilhelm (Zorbathut) for creating a smaller, minimal version for easier review.
* Thanks to Ernest Lee (iFire) for his support
Co-Authored-By: Gabor Koncz <gabor.koncz@migeran.com>
Co-Authored-By: Ben Rog-Wilhelm <zorba-github@pavlovian.net>
- Now you can get the ContainerTypeValidate from a Dictionary (both for
keys and for values).
- ContainerTypeValidate exposes a validator function that does not show
any error in case of failure. This allows testing values before trying
to use them in Dictionary.
Added SortList class, and updated List, SelfList, and HashMap sort methods to use it. Sorting is done with merge sort, with an initial check to optimize for already sorted lists, and sorted lists that were appended to.
This in the scope of a duplication triggered via any type in the `Variant` realm. that is, the following: `Variant` itself, `Array` and `Dictionary`. That includes invoking `duplicate()` from scripts.
A `duplicate_deep(deep_subresources_mode)` method is added to `Variant`, `Array` and `Dictionary` (for compatibility reasons, simply adding an extra parameter was not possible). The default value for it is `RESOURCE_DEEP_DUPLICATE_NONE`, which is like calling `duplicate(true)`.
Remarks:
- The results of copying resources via those `Variant` types are exactly the same as if the copy were initiated from the `Resource` type at C++.
- In order to keep some separation between `Variant` and the higher-level animal which is `Resource`, `Variant` still contains the original code for that, so it's self-sufficient unless there's a `Resource` involved. Once the deep copy finds a `Resource` that has to be copied according to the duplication parameters, the algorithm invokes the `Resource` duplication machinery. When the stack is unwind back to a nesting level `Variant` can handle, `Variant` duplication logic keeps functioning.
While that is good from a responsibility separation standpoint, that would have a caveat: `Variant` would not be aware of the mapping between original and duplicate subresources and so wouldn't be able to keep preventing multiple duplicates.
To avoid that, this commit also introduces a wormwhole, a sharing mechanism by which `Variant` and `Resource` can collaborate in managing the lifetime of the original-to-duplicates map. The user-visible benefit is that the overduplicate prevention works as broadly as the whole `Variant` entity being copied, including all nesting levels, regardless how disconnected the data members containing resources may be across al the nesting levels. In other words, despite the aforementioned division of duties between `Variant` and `Resource` duplication logic, the duplicates map is shared among them. It's created when first finding a `Resource` and, however how deep the copy was working at that point, the map kept alive unitl the stack is unwind to the root user call, until the first step of the recursion.
Thanks to that common map of duplicates, this commit is able to fix the issue that `Resource::duplicate_for_local_scene()` used to ignore overridden duplicate logic.