PoolVector is gone, replaced by Vector

Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
This commit is contained in:
Juan Linietsky 2020-02-17 18:06:54 -03:00 committed by Juan Linietsky
parent fb8c93c10b
commit 3205a92ad8
406 changed files with 5314 additions and 8271 deletions

View file

@ -428,24 +428,24 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
if (p_var_type_name == Variant::get_type_name(Variant::ARRAY))
return "Collections.Array";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_BYTE_ARRAY))
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_BYTE_ARRAY))
return "byte[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_INT_ARRAY))
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_INT_ARRAY))
return "int[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_REAL_ARRAY)) {
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_REAL_ARRAY)) {
#ifdef REAL_T_IS_DOUBLE
return "double[]";
#else
return "float[]";
#endif
}
if (p_var_type_name == Variant::get_type_name(Variant::POOL_STRING_ARRAY))
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_STRING_ARRAY))
return "string[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR2_ARRAY))
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_VECTOR2_ARRAY))
return "Vector2[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_VECTOR3_ARRAY))
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_VECTOR3_ARRAY))
return "Vector3[]";
if (p_var_type_name == Variant::get_type_name(Variant::POOL_COLOR_ARRAY))
if (p_var_type_name == Variant::get_type_name(Variant::PACKED_COLOR_ARRAY))
return "Color[]";
Variant::Type var_types[] = {
@ -473,7 +473,7 @@ static String variant_type_to_managed_name(const String &p_var_type_name) {
return "object";
}
String CSharpLanguage::make_function(const String &, const String &p_name, const PoolStringArray &p_args) const {
String CSharpLanguage::make_function(const String &, const String &p_name, const PackedStringArray &p_args) const {
// FIXME
// - Due to Godot's API limitation this just appends the function to the end of the file
// - Use fully qualified name if there is ambiguity
@ -491,7 +491,7 @@ String CSharpLanguage::make_function(const String &, const String &p_name, const
return s;
}
#else
String CSharpLanguage::make_function(const String &, const String &, const PoolStringArray &) const {
String CSharpLanguage::make_function(const String &, const String &, const PackedStringArray &) const {
return String();
}
#endif