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Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.
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@@ -30,5 +30,36 @@
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#include "audio_effect.h"
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void AudioEffectInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
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if (GDVIRTUAL_REQUIRED_CALL(_process, p_src_frames, p_dst_frames, p_frame_count)) {
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return;
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}
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}
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bool AudioEffectInstance::process_silence() const {
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bool ret;
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if (GDVIRTUAL_CALL(_process_silence, ret)) {
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return ret;
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}
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return false;
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}
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void AudioEffectInstance::_bind_methods() {
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GDVIRTUAL_BIND(_process, "src_buffer", "dst_buffer", "frame_count");
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GDVIRTUAL_BIND(_process_silence);
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}
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////
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Ref<AudioEffectInstance> AudioEffect::instantiate() {
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Ref<AudioEffectInstance> ret;
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if (GDVIRTUAL_REQUIRED_CALL(_instantiate, ret)) {
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return ret;
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}
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return Ref<AudioEffectInstance>();
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}
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void AudioEffect::_bind_methods() {
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GDVIRTUAL_BIND(_instantiate);
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}
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AudioEffect::AudioEffect() {
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}
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