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

@ -1064,18 +1064,16 @@ int ScriptEditorDebugger::_get_res_path_cache(const String &p_path) {
return last_path_id;
}
void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_name, VARIANT_ARG_DECLARE) {
void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_name, const Variant **p_args, int p_argcount) {
if (!p_base || !live_debug || !is_session_active() || !EditorNode::get_singleton()->get_edited_scene()) {
return;
}
Node *node = Object::cast_to<Node>(p_base);
VARIANT_ARGPTRS
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
for (int i = 0; i < p_argcount; i++) {
//no pointers, sorry
if (argptr[i] && (argptr[i]->get_type() == Variant::OBJECT || argptr[i]->get_type() == Variant::RID)) {
if (p_args[i]->get_type() == Variant::OBJECT || p_args[i]->get_type() == Variant::RID) {
return;
}
}
@ -1087,9 +1085,9 @@ void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_n
Array msg;
msg.push_back(pathid);
msg.push_back(p_name);
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
for (int i = 0; i < p_argcount; i++) {
//no pointers, sorry
msg.push_back(*argptr[i]);
msg.push_back(*p_args[i]);
}
_put_msg("scene:live_node_call", msg);
@ -1105,9 +1103,9 @@ void ScriptEditorDebugger::_method_changed(Object *p_base, const StringName &p_n
Array msg;
msg.push_back(pathid);
msg.push_back(p_name);
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
for (int i = 0; i < p_argcount; i++) {
//no pointers, sorry
msg.push_back(*argptr[i]);
msg.push_back(*p_args[i]);
}
_put_msg("scene:live_res_call", msg);