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Use gdnative api to get constants only for javascript platform
When trying to load the library in a non-Mono Godot editor v3.3.2 an error is printed about godot_get_global_constants(). Furthermore, the issue with using the GlobalConstants header to get constants is only present on the javascript platform, so we can revert all other platforms to the old way of getting constants.
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1 changed files with 6 additions and 7 deletions
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@ -8,7 +8,7 @@
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#include <xkbcommon/xkbcommon-keysyms.h>
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#include <xkbcommon/xkbcommon-keysyms.h>
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// For _populate_key_list(), see below.
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// For _populate_key_list(), see below.
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#if defined(__WIN32)
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#if !defined(__EMSCRIPTEN__)
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#include <GlobalConstants.hpp>
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#include <GlobalConstants.hpp>
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#endif
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#endif
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@ -21,12 +21,11 @@ void Terminal::_populate_key_list() {
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if (!_key_list.empty())
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if (!_key_list.empty())
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return;
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return;
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// GitHub action for Windows throws the error:
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// The following error is thrown on the javascript platform when using
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// `error LNK2019: unresolved external symbol godot_get_global_constants
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// GlobalConstants from the header: abort(Assertion failed: bad export type for
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// referenced in function "private: static void __cdecl
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// `_ZN5godot15GlobalConstants8KEY_KP_0E`: undefined). Build with -s
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// godot::Terminal::_populate_key_list(void)"` so use the old technique of
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// ASSERTIONS=1 for more info.
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// getting KeyList values from GlobalConstants header for now.
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#if !defined(__EMSCRIPTEN__)
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#if defined(__WIN32)
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#define GLOBAL_CONSTANT(VAR) GlobalConstants::VAR
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#define GLOBAL_CONSTANT(VAR) GlobalConstants::VAR
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#else
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#else
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#define GLOBAL_CONSTANT(VAR) get_constant(#VAR)
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#define GLOBAL_CONSTANT(VAR) get_constant(#VAR)
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