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Issues I noticed while implementing a scripting language for godot via godot-rust #970

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@walksanatora

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@walksanatora

Issues:

  • make GDExtensionCallErrorType a actual enum instead of a type int (used in ScriptInstance::call's return value)
  • make IScriptLanguageExtension::make_template infallable as returning None causes a engine crash due to null ref
  • #[godot_api] causes IDE autocomplete to have a stroke while filling incomplete information. eg: if you start typing fn handles_t and try to get the autocomplete it wont work. suggestion: make the span only cover the attribute instead of the whole block mabey?
  • object_get_script_instance from the gdextension_interface.h is not exposed in any safe way to rust. it should be decently easy though since it just needs two pointers and returns oneinterface
  • while trying to work around the above issue I was annoyed at the lack of ability to cast Gd to raw pointers. probally would be a unsafe api for obvious reasons. but it would be usefull in cases like this where the function isn't avaliable or you have a external cpp section of your crate that needs those pointers (they are #[doc(hidden)] would be nice if it was visible with a giant warning across it

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