C#: Generate signal event with the same accessibility as the delegate
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@ -155,6 +155,32 @@ namespace Godot.SourceGenerators
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};
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}
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public static string GetAccessibilityKeyword(this INamedTypeSymbol namedTypeSymbol)
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{
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if (namedTypeSymbol.DeclaredAccessibility == Accessibility.NotApplicable)
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{
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// Accessibility not specified. Get the default accessibility.
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return namedTypeSymbol.ContainingSymbol switch
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{
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null or INamespaceSymbol => "internal",
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ITypeSymbol { TypeKind: TypeKind.Class or TypeKind.Struct } => "private",
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ITypeSymbol { TypeKind: TypeKind.Interface } => "public",
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_ => "",
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};
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}
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return namedTypeSymbol.DeclaredAccessibility switch
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{
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Accessibility.Private => "private",
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Accessibility.Protected => "protected",
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Accessibility.Internal => "internal",
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Accessibility.ProtectedAndInternal => "private",
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Accessibility.ProtectedOrInternal => "private",
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Accessibility.Public => "public",
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_ => "",
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};
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}
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public static string NameWithTypeParameters(this INamedTypeSymbol symbol)
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{
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return symbol.IsGenericType ?
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@ -276,7 +276,7 @@ namespace Godot.SourceGenerators
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source.Append(
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$" /// <inheritdoc cref=\"{signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal()}\"/>\n");
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source.Append(" public event ")
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source.Append($" {signalDelegate.DelegateSymbol.GetAccessibilityKeyword()} event ")
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.Append(signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal())
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.Append(" @")
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.Append(signalName)
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