/**************************************************************************/
/* gdscript_utility_callable.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/**************************************************************************/
#ifndef GDSCRIPT_UTILITY_CALLABLE_H
#define GDSCRIPT_UTILITY_CALLABLE_H
#include "gdscript_utility_functions.h"
#include "core/variant/callable.h"
class GDScriptUtilityCallable : public CallableCustom {
StringName function_name;
enum Type {
TYPE_INVALID,
TYPE_GLOBAL,
TYPE_GDSCRIPT,
};
Type type = TYPE_INVALID;
GDScriptUtilityFunctions::FunctionPtr gdscript_function = nullptr;
uint32_t h = 0;
static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
public:
uint32_t hash() const override;
String get_as_text() const override;
CompareEqualFunc get_compare_equal_func() const override;
CompareLessFunc get_compare_less_func() const override;
bool is_valid() const override;
StringName get_method() const override;
ObjectID get_object() const override;
int get_argument_count(bool &r_is_valid) const override;
void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
GDScriptUtilityCallable(const StringName &p_function_name);<--- Class 'GDScriptUtilityCallable' has a constructor with 1 argument that is not explicit. [+]Class 'GDScriptUtilityCallable' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
};
#endif // GDSCRIPT_UTILITY_CALLABLE_H