ariesssss
ariesssss
I asked a related question here: https://godotforums.org/d/36688-applying-the-class-reference-documentation-to-c It is not always easy to figure out how to do something in godot-cpp after reading the godot class reference documentation. I give...
Btw, if I redefine the `memnew` macro as #define memnew(...) ::godot::_post_initialize(new ("") __VA_ARGS__) then it works. But I do not know enough about macros to be able to say whether...
Yes that works. See also https://godotforums.org/d/36888-using-memnew-to-create-a-node-that-has-two-constructor-parameters
That is certainly a valid point of view. I think it would be beneficial to add a file with forward declarations to godot-cpp, rather than each individual programmer create their...
I just don't think godot should unnecessary limit the subset of C++ syntax it allows ... Don't you think it is worthwhile to see if my redefinition of the macro...
> parenthesis syntax is the norm I beg to differ. There are other cases where curly braces may be useful, e.g. a subclass of `::godot::Node` with an `std::vector ` argument...
I guess you are thinking of me when it comes to opening a PR. I looked at it, my brain is definitely not wired correctly for Python. But who knows,...
Am i correct that you are saying that my suggested modification of the macro would work fine in the godot engine code base?
So how do we proceed from here then? Will someone implement the change in the engine?
If it were only for me, then I'd be happy with my local redefinition of the memnew macro. I raise the issue to make a small contribution, to make a...