Avoid hardcoded type conversion for metadata #1555
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The engine uses the names
int
andfloat
to refer to the 64-bit types, so in the bindings generator we have a hardcoded conversion for those types.But this type conversion should not be used for metadata. Even though the underlying type should still be 64-bit for interop, metadata is meant to specify the correct type to expose. So if metadata says
float
it means the type is really meant to be a 32-bitfloat
and notdouble
. Other hardcoded type conversions (int
andNil
) won't ever be metadata.This change corrects the
float
type, to use the right type in the generated C++ code. Before we were always usingdouble
due to this type conversion.For example, the
InputEventMouseButton::get_factor
API changes with this PR to returnfloat
which matches the method signature in the engine:https://github.com/godotengine/godot/blob/826de7976a6add282c7b14d4be2a7e6d775821d8/core/input/input_event.h#L245