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

@ -64,14 +64,14 @@ void JavaClassWrapper::_bind_methods() {
#if !defined(ANDROID_ENABLED)
Variant JavaClass::call(const StringName &, const Variant **, int, Callable::CallError &) {
Variant JavaClass::callp(const StringName &, const Variant **, int, Callable::CallError &) {
return Variant();
}
JavaClass::JavaClass() {
}
Variant JavaObject::call(const StringName &, const Variant **, int, Callable::CallError &) {
Variant JavaObject::callp(const StringName &, const Variant **, int, Callable::CallError &) {
return Variant();
}