Refactor generated bindings P/Invoke to support name mangling for symbols

This commit is contained in:
Wojciech Figat
2023-01-23 18:41:12 +01:00
parent f3366178ea
commit 405ae519dd
13 changed files with 187 additions and 136 deletions

View File

@@ -700,7 +700,6 @@ void Render2D::Begin(GPUContext* context, GPUTextureView* output, GPUTextureView
void Render2D::End()
{
SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_End")
RENDER2D_CHECK_RENDERING_STATE;
ASSERT(Context != nullptr && Output != nullptr);
ASSERT(GUIShader != nullptr);
@@ -816,7 +815,6 @@ void Render2D::PeekTransform(Matrix3x3& transform)
void Render2D::PopTransform()
{
SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_PopTransform")
RENDER2D_CHECK_RENDERING_STATE;
ASSERT(TransformLayersStack.HasItems());
@@ -858,7 +856,6 @@ void Render2D::PeekClip(Rectangle& clipRect)
void Render2D::PopClip()
{
SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_PopClip")
RENDER2D_CHECK_RENDERING_STATE;
ClipLayersStack.Pop();
@@ -880,7 +877,6 @@ void Render2D::PeekTint(Color& tint)
void Render2D::PopTint()
{
SCRIPTING_EXPORT("FlaxEngine.Render2D::Internal_PopTint")
RENDER2D_CHECK_RENDERING_STATE;
TintLayersStack.Pop();