Enable sorting of operator methods in class documentation.
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@ -70,18 +70,29 @@ public:
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Vector<int> errors_returned;
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bool operator<(const MethodDoc &p_method) const {
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if (name == p_method.name) {
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// Must be a constructor since there is no overloading.
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// We want this arbitrary order for a class "Foo":
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// - 1. Default constructor: Foo()
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// - 2. Copy constructor: Foo(Foo)
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// - 3+. Other constructors Foo(Bar, ...) based on first argument's name
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if (arguments.size() == 0 || p_method.arguments.size() == 0) { // 1.
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// Must be an operator or a constructor since there is no other overloading
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if (name.left(8) == "operator") {
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if (arguments.size() == p_method.arguments.size()) {
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if (arguments.size() == 0) {
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return false;
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}
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return arguments[0].type < p_method.arguments[0].type;
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}
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return arguments.size() < p_method.arguments.size();
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} else {
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// Must be a constructor
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// We want this arbitrary order for a class "Foo":
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// - 1. Default constructor: Foo()
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// - 2. Copy constructor: Foo(Foo)
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// - 3+. Other constructors Foo(Bar, ...) based on first argument's name
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if (arguments.size() == 0 || p_method.arguments.size() == 0) { // 1.
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return arguments.size() < p_method.arguments.size();
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}
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if (arguments[0].type == return_type || p_method.arguments[0].type == p_method.return_type) { // 2.
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return (arguments[0].type == return_type) || (p_method.arguments[0].type != p_method.return_type);
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}
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return arguments[0] < p_method.arguments[0];
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}
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if (arguments[0].type == return_type || p_method.arguments[0].type == p_method.return_type) { // 2.
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return (arguments[0].type == return_type) || (p_method.arguments[0].type != p_method.return_type);
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}
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return arguments[0] < p_method.arguments[0];
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}
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return name < p_method.name;
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}
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@ -224,13 +224,6 @@
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Transforms (multiplies) each element of the [Vector2] array by the given [Transform2D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform2D" />
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<argument index="0" name="right" type="Transform2D" />
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<description>
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Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent).
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</description>
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</operator>
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<operator name="operator *">
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<return type="Rect2" />
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<argument index="0" name="right" type="Rect2" />
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@ -238,6 +231,13 @@
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Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform2D" />
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<argument index="0" name="right" type="Transform2D" />
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<description>
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Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent).
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Vector2" />
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@ -151,6 +151,13 @@
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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<operator name="operator *">
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<return type="AABB" />
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<argument index="0" name="right" type="AABB" />
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<description>
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Transforms (multiplies) the [AABB] by the given [Transform3D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="PackedVector3Array" />
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<argument index="0" name="right" type="PackedVector3Array" />
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@ -165,13 +172,6 @@
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Composes these two transformation matrices by multiplying them together. This has the effect of transforming the second transform (the child) by the first transform (the parent).
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</description>
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</operator>
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<operator name="operator *">
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<return type="AABB" />
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<argument index="0" name="right" type="AABB" />
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<description>
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Transforms (multiplies) the [AABB] by the given [Transform3D] matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Vector3" />
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@ -356,6 +356,13 @@
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Transform2D" />
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<description>
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Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Vector2" />
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@ -366,13 +373,6 @@
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Transform2D" />
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<description>
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Inversely transforms (multiplies) the [Vector2] by the given [Transform2D] transformation matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="float" />
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@ -371,16 +371,6 @@
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Vector3" />
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<description>
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Multiplies each component of the [Vector3] by the components of the given [Vector3].
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[codeblock]
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print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Basis" />
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@ -402,6 +392,16 @@
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Inversely transforms (multiplies) the [Vector3] by the given [Transform3D] transformation matrix.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Vector3" />
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<description>
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Multiplies each component of the [Vector3] by the components of the given [Vector3].
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[codeblock]
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print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints "(30, 80, 150)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="float" />
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@ -62,10 +62,13 @@
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</description>
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</operator>
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<operator name="operator *">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<return type="Color" />
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<argument index="0" name="right" type="Color" />
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<description>
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Multiplies two [float]s.
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Multiplies each component of the [Color] by the given [float].
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[codeblock]
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print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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@ -113,13 +116,10 @@
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</description>
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</operator>
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<operator name="operator *">
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<return type="Color" />
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<argument index="0" name="right" type="Color" />
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Multiplies each component of the [Color] by the given [float].
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[codeblock]
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print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)
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[/codeblock]
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Multiplies two [float]s.
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</description>
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</operator>
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<operator name="operator *">
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@ -131,20 +131,6 @@
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Multiplies each component of the [Quaternion] by the given [int]. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
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</operator>
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<operator name="operator *">
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<return type="int" />
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<argument index="0" name="right" type="int" />
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<description>
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Multiplies two [int]s.
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</description>
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</operator>
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<operator name="operator *">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Multiplies an [int] and a [float]. The result is a [float].
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Vector2" />
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@ -176,6 +162,20 @@
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Multiplies each component of the [Vector3i] by the given [int].
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</description>
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</operator>
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<operator name="operator *">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Multiplies an [int] and a [float]. The result is a [float].
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</description>
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</operator>
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<operator name="operator *">
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<return type="int" />
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<argument index="0" name="right" type="int" />
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<description>
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Multiplies two [int]s.
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</description>
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</operator>
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<operator name="operator +">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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