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-rw-r--r--modules/gdnative/pluginscript/pluginscript_instance.cpp55
-rw-r--r--modules/gdnative/pluginscript/pluginscript_instance.h14
-rw-r--r--modules/gdnative/pluginscript/pluginscript_language.cpp3
3 files changed, 13 insertions, 59 deletions
diff --git a/modules/gdnative/pluginscript/pluginscript_instance.cpp b/modules/gdnative/pluginscript/pluginscript_instance.cpp
index 97897870ba..0d6dac3268 100644
--- a/modules/gdnative/pluginscript/pluginscript_instance.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_instance.cpp
@@ -28,22 +28,22 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+#include "pluginscript_instance.h"
+
// Godot imports
#include "core/os/os.h"
#include "core/variant.h"
+
// PluginScript imports
-#include "pluginscript_instance.h"
#include "pluginscript_language.h"
#include "pluginscript_script.h"
bool PluginScriptInstance::set(const StringName &p_name, const Variant &p_value) {
- String name = String(p_name);
- return _desc->set_prop(_data, (const godot_string *)&name, (const godot_variant *)&p_value);
+ return _desc->set_prop(_data, (const godot_string_name *)&p_name, (const godot_variant *)&p_value);
}
bool PluginScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
- String name = String(p_name);
- return _desc->get_prop(_data, (const godot_string *)&name, (godot_variant *)&r_ret);
+ return _desc->get_prop(_data, (const godot_string_name *)&p_name, (godot_variant *)&r_ret);
}
Ref<Script> PluginScriptInstance::get_script() const {
@@ -89,51 +89,6 @@ Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p
return var_ret;
}
-#if 0 // TODO: Don't rely on default implementations provided by ScriptInstance ?
-void PluginScriptInstance::call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount) {
-
-#if 0
- PluginScript *sptr=script.ptr();
- Variant::CallError ce;
-
- while(sptr) {
- Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
- if (E) {
- E->get()->call(this,p_args,p_argcount,ce);
- }
- sptr = sptr->_base;
- }
-#endif
-
-}
-
-#if 0
-void PluginScriptInstance::_ml_call_reversed(PluginScript *sptr,const StringName& p_method,const Variant** p_args,int p_argcount) {
-
- if (sptr->_base)
- _ml_call_reversed(sptr->_base,p_method,p_args,p_argcount);
-
- Variant::CallError ce;
-
- Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
- if (E) {
- E->get()->call(this,p_args,p_argcount,ce);
- }
-
-}
-#endif
-
-
-void PluginScriptInstance::call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount) {
-
-#if 0
- if (script.ptr()) {
- _ml_call_reversed(script.ptr(),p_method,p_args,p_argcount);
- }
-#endif
-}
-#endif // Multilevel stuff
-
void PluginScriptInstance::notification(int p_notification) {
_desc->notification(_data, p_notification);
}
diff --git a/modules/gdnative/pluginscript/pluginscript_instance.h b/modules/gdnative/pluginscript/pluginscript_instance.h
index d92d3ace77..dc1229a44d 100644
--- a/modules/gdnative/pluginscript/pluginscript_instance.h
+++ b/modules/gdnative/pluginscript/pluginscript_instance.h
@@ -33,6 +33,7 @@
// Godot imports
#include "core/script_language.h"
+
// PluginScript imports
#include <pluginscript/godot_pluginscript.h>
@@ -60,13 +61,12 @@ public:
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
-#if 0
- // Rely on default implementations provided by ScriptInstance for the moment.
- // Note that multilevel call could be removed in 3.0 release, so stay tuned
- // (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
- virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
- virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
-#endif
+
+ // Rely on default implementations provided by ScriptInstance for the moment.
+ // Note that multilevel call could be removed in 3.0 release, so stay tuned
+ // (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
+ //virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
+ //virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
virtual void notification(int p_notification);
diff --git a/modules/gdnative/pluginscript/pluginscript_language.cpp b/modules/gdnative/pluginscript/pluginscript_language.cpp
index 41f0e34243..421d6e0a89 100644
--- a/modules/gdnative/pluginscript/pluginscript_language.cpp
+++ b/modules/gdnative/pluginscript/pluginscript_language.cpp
@@ -187,8 +187,7 @@ void PluginScriptLanguage::auto_indent_code(String &p_code, int p_from_line, int
}
void PluginScriptLanguage::add_global_constant(const StringName &p_variable, const Variant &p_value) {
- const String variable = String(p_variable);
- _desc.add_global_constant(_data, (godot_string *)&variable, (godot_variant *)&p_value);
+ _desc.add_global_constant(_data, (godot_string_name *)&p_variable, (godot_variant *)&p_value);
}
/* LOADER FUNCTIONS */