godotengine / godotengine/godot-cpp

When compiling to Windows (either on Linux or Windows) integer types (short/int/long) are incorrectly sized

Open
#1,511 3 comments 0 reactions 0 assignees View on GitHub
Dominant language
C++
Stars
2.7k
Forks
809
Avg merge
1d 3h
Merged PRs (30d)
8

Description

### Godot version

v4.2.2.stable.mono.official [15073afe3]

### godot-cpp version

4.2.2

### System information

Godot v4.2.2.stable.mono - Manjaro Linux ZEN SMP PREEMPT_DYNAMIC - X11 - Vulkan (Forward+) - dedicated AMD Radeon RX 6700 XT () - AMD Ryzen 7 3800X 8-Core Processor (16 Threads)

### Issue description

When compiling a GDExtension to Windows from Linux - or on some Windows installs - types such as `long` are not considered the correct size.
Ex: using `int64_t` instead of `long` will compile but just using `long` won't compile for Windows builds.

### Steps to reproduce

Create a simple GDExtension using `long` as a variable type in a function (either a return type or a parameter)
Attempt to compile to Windows via `scons arch=x86_64 platform=windows target=template_debug`
A large amount of errors related to method binding will occur.

### Minimal reproduction project

Follow "Steps to reproduce"

Contributor guide

No contributing guide indexed for this repository

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.