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Update to load function pointers for GDExtension interface #1095
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With my latest push, this PR now has everything I wanted to get in there, so I'm taking it out of draft! |
BastiaanOlij
approved these changes
May 13, 2023
Discussed at the GDExtension meeting, and approved along with godotengine/godot#76406 |
Thanks! |
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May 18, 2023
Docs part of godotengine/godot-cpp#1095 Same changes as godotengine/godot-cpp#1115
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Docs part of godotengine/godot-cpp#1095 Same changes as godotengine/godot-cpp#1115
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Docs part of godotengine/godot-cpp#1095 Same changes as godotengine/godot-cpp#1115
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Labels
enhancement
This is an enhancement on the current functionality
topic:gdextension
This relates to the new Godot 4 extension implementation
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This is a companion to this Godot PR godotengine/godot#76406
It uses the new GDExtension interface to load function pointers from that PR, however, I did so in the way that would add the fewest changes possible. So, for example, it ends up loading the function pointers into a big struct like it used to. However, similar to OpenGL, I think it'd be nicer if it loaded them into global variables that we could just call, likegdextension_interface_get_godot_version()
as opposed tointernal::gde_interface->get_godot_version()
.Additionally, it adds some code that attempts to prevent loading newer GDExtensions with older versions of Godot
(needs some more extensive testing)Keeping as a draft until we have consensus that the above PR is the right high-level approach, and then I'll spend some time cleaning it upUPDATE: This PR is now ready for review!