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One of the design goals of godot-cpp is to provide (as much as possible) the same API as used internally by Godot module in the engine itself. So, in order to provide an API like this:
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I've always been a little annoyed at the binding interface.-"Gotta add in some glue code to export this variable real quick" ...
-"And add to a param to this signal. Update the callback here... and here... and here..." ...
-"And here. Recompile" ...
-"Oof, spelled the name wrong there. Recompile" ...
-"Oof again, I used godot::Variant::INT but I should have used godot::Variant::FLOAT. Recompile again." ...
I can tell from the method and variable signatures how everything should be binded to the engine, so why do I have to write code to do it? I'm pretty good with metaprogramming in C++ so that's what I did and a few coffee filled weekends, here I am.
I only recently got this iteration compiling. It needs testing, but it is still good as a proof of concept. I think it is a pretty sleek interface so I figured I would probe for interest from the maintainers of GDExtension.
Updated:
https://github.com/TacticalShovel-Github/BiBS-Auto-Binder-for-Godot
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