Remove Signal connect binds

Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
This commit is contained in:
Juan Linietsky 2022-07-28 22:56:41 +02:00
parent 14d021287b
commit d4433ae6d3
149 changed files with 645 additions and 708 deletions

View file

@ -152,11 +152,9 @@
<return type="int" enum="Error" />
<argument index="0" name="signal" type="StringName" />
<argument index="1" name="callable" type="Callable" />
<argument index="2" name="binds" type="Array" default="[]" />
<argument index="3" name="flags" type="int" default="0" />
<argument index="2" name="flags" type="int" default="0" />
<description>
Connects a [code]signal[/code] to a [code]callable[/code]. Pass optional [code]binds[/code] to the call as an [Array] of parameters. These parameters will be passed to the [Callable]'s method after any parameter used in the call to [method emit_signal]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
[b]Note:[/b] This method is the legacy implementation for connecting signals. The recommended modern approach is to use [method Signal.connect] and to use [method Callable.bind] to add and validate parameter binds. Both syntaxes are shown below.
Connects a [code]signal[/code] to a [code]callable[/code]. Use [code]flags[/code] to set deferred or one-shot connections. See [enum ConnectFlags] constants.
A signal can only be connected once to a [Callable]. It will print an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections.
If the callable's target is destroyed in the game's lifecycle, the connection will be lost.
[b]Examples with recommended syntax:[/b]