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* removed GDNativeClass doc from GDNative moduleKarroffel2017-10-132-23/+2
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* Move GDNative docs into gdnative folderBastiaanOlij2017-10-135-2/+196
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* Merge pull request #11950 from sheepandshepherd/gdnative_property_indexThomas Herzog2017-10-091-1/+5
|\ | | | | Include property index in GDNative class API
| * Include property index in GDNative class APIsheepandshepherd2017-10-081-1/+5
| | | | | | | | Needed by properties that share set/get functions. Fixes #10329.
* | [GDnative] fix crash at cleanup time when singleton_gdnatives is not emptyEmmanuel Leblond2017-10-091-0/+1
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* [GDnatvie] improve wrapper code generationEmmanuel Leblond2017-10-081-5/+3
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* [GDnative] Add string_name apiEmmanuel Leblond2017-10-085-0/+225
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* Store GDNative API in array instead of dictionarysheepandshepherd2017-10-072-672/+1334
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* Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky2017-10-051-2/+2
| | | | to has_setting. Fixes #11844
* Merge pull request #11806 from touilleMan/gdnative-version-fieldThomas Herzog2017-10-041-2/+7
|\ | | | | [GDnative] add api version field to godot_gdnative_api_struct
| * [GDnative] add future-proof next field to godot_gdnative_api_struct (a la ↵Emmanuel Leblond2017-10-041-0/+2
| | | | | | | | Vulkan)
| * [GDnative] add api version field to godot_gdnative_api_structEmmanuel Leblond2017-10-031-2/+5
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* | [GDNative] added API struct wrapper generatorKarroffel2017-10-034-54/+71
|/ | | | | | | | | | | | Previously functions of the GDNative API were accessed by letting the loader at load-time resolve the symbols. This causes troubles on Windows (...sigh...), so now the GDNative API isn't exported anymore. This means, that a library that wants to call a GDNative function needs to access it via a struct of pointers that's passed to it at right after the library was loaded. To make the usage easier, those function pointers in the struct can be wrapped in actual function in the global scope. This commit adds a generator for that wrapper code.
* [GDnative] replace gdnative_api_struct.h by a json-based autogenerated systemEmmanuel Leblond2017-10-035-734/+4586
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* [GDnative] Add active_library_path to init options structEmmanuel Leblond2017-10-022-0/+2
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* [GDnative] Add binding to GDNativeLibrary::get_active_library_pathEmmanuel Leblond2017-10-021-0/+1
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* Enhance iOS exportRuslan Mustakov2017-09-265-6/+12
| | | | | | | | | | - The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
* Fixed a bunch of typos, including an error code.Ross Hadden2017-09-211-1/+1
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* Allow booleanization of all typesHein-Pieter van Braam2017-09-193-5/+4
| | | | | | | | | | | | | We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API.
* Change structure order for godot nim compatibilityKonstantin Zaitsev2017-09-191-1/+1
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* Fix MSVC compilation errorsKonstantin Zaitsev2017-09-191-2/+2
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* Merge pull request #11296 from touilleMan/gdnative-api-structThomas Herzog2017-09-174-2/+740
|\ | | | | [GDnative] pass api as struct of function pointers to loaded gdnative modules
| * [GDnative] Use X macro to define godot_gdnative_api_struct and it instantiationEmmanuel Leblond2017-09-172-1328/+684
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| * [GDnative] create godot_gdnative_api_struct and pass it to ↵Emmanuel Leblond2017-09-174-2/+1384
| | | | | | | | godot_gdnative_init_options
* | Apply clang-format again to recent changesRémi Verschelde2017-09-163-41/+94
| | | | | | | | | | | | Also add missing copyright headers. [ci skip]
* | Fix compile error on gd_native_library_editor.cpp with tools=noMarcelo Fernandez2017-09-151-0/+2
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* Merge pull request #11237 from endragor/gdnative-variant-refThomas Herzog2017-09-141-1/+16
|\ | | | | Construct Variants from Reference properly in GDNative
| * Construct Variants from Reference properly in GDNativeRuslan Mustakov2017-09-141-1/+16
| | | | | | | | | | | | | | | | | | | | Previously godot_variant_new_object constructed Variant without accounting for the fact that the Object can be a Reference, so refcount was not increased and References were destructed prematurely. Also, Reference::init_ref did not propagate refcount increment to the script instance, which led to desync of refcount info on the script side and Godot side.
* | Added a menu to enable/disabled GDNative singletons in project settingsJuan Linietsky2017-09-143-3/+156
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* Merge pull request #11028 from mrawlingst/color-RGBA32Rémi Verschelde2017-09-122-6/+6
|\ | | | | Change Color.to_32() to Color.to_rgba32() and lowercase other functions
| * Change Color.to_32() to to_rgba32() and format as RGBAmrawlingst2017-09-072-6/+6
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* | Fixed attempt to delete NULL pointer errorbncastle2017-09-101-1/+1
|/ | | | | | | Fixed: Error cause by attemptng to delete a NULL pointer. unregister_gdnative_types() now checks discoverer to see if it is NULL before deleting. After selecting a godot project to edit (in Win10), the discoverer_callback() wasn't called thus discoverer was NULL.
* Provide NativeScript properties in definition orderRuslan Mustakov2017-09-052-30/+28
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* [GDNative] added singleton GDNativeLibrariesKarroffel2017-09-033-1/+177
| | | | | | | A GDNativeLibrary now has a field "gdnative_singleton" which can be used to let the `godot_gdnative_singleton` procedure be executed on Godot's startup. In future this can be used to register new scripting languages or resource importer types.
* merged gdnative and nativescript moduleKarroffel2017-09-0349-148/+2767
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* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-012-14/+14
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Correct GDnative's godot_string_find_last method nameEmmanuel Leblond2017-08-312-2/+2
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* Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde2017-08-3110-30/+51
|\ | | | | Make GDNative work on Android
| * Make GDNative work on AndroidRuslan Mustakov2017-08-3010-30/+51
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
* | Remove 10778 related methods from GDNativeHein-Pieter van Braam2017-08-302-24/+0
|/ | | | | | After #10778 master didn't build any longer with GDNative. This removes the methods removed in that PR from the GDNative bindings for Basis also.
* Fix GDNative API generator after changes to MethodBindRuslan Mustakov2017-08-301-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2740-40/+40
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* -Code completion for enumerationsJuan Linietsky2017-08-241-1/+1
| | | | -Disabled GDNative and GDNativeScript so build compiles again
* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-2/+1
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* Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-2/+2
|\ | | | | Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-2/+2
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* | [GDnative] Correct godot_string_chars_to_utf8_with_len function nameEmmanuel Leblond2017-08-191-1/+1
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* | Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde2017-08-163-9/+9
|\ \ | | | | | | Updated function argument names
| * | Updated function argument namesWilson E. Alvarez2017-08-123-9/+9
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