Remove VARIANT_ARG* macros

* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
This commit is contained in:
reduz 2022-03-09 14:58:40 +01:00
parent 922348f4c0
commit 21637dfc25
59 changed files with 417 additions and 467 deletions

View file

@ -610,12 +610,12 @@ void EditorDebuggerNode::_save_node_requested(ObjectID p_id, const String &p_fil
}
// Remote inspector/edit.
void EditorDebuggerNode::_method_changeds(void *p_ud, Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE) {
void EditorDebuggerNode::_method_changeds(void *p_ud, Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount) {
if (!singleton) {
return;
}
_for_all(singleton->tabs, [&](ScriptEditorDebugger *dbg) {
dbg->_method_changed(p_base, p_name, VARIANT_ARG_PASS);
dbg->_method_changed(p_base, p_name, p_args, p_argcount);
});
}