Merge pull request #78452 from raulsntos/dotnet/compat-methods
C#: Add compat overloads
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// This file contains methods that existed in a previous version of Godot in ClassDB but were removed
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// or their method signature has changed so they are no longer generated by bindings_generator.
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// These methods are provided to avoid breaking binary compatibility.
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using System;
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using System.ComponentModel;
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namespace Godot;
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partial class AnimationNode
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{
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/// <inheritdoc cref="BlendInput(int, double, bool, bool, float, FilterAction, bool, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public double BlendInput(int inputIndex, double time, bool seek, bool isExternalSeeking, float blend, FilterAction filter, bool sync)
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{
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return BlendInput(inputIndex, time, seek, isExternalSeeking, blend, filter, sync, testOnly: false);
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}
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/// <inheritdoc cref="BlendNode(StringName, AnimationNode, double, bool, bool, float, FilterAction, bool, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public double BlendNode(StringName name, AnimationNode node, double time, bool seek, bool isExternalSeeking, float blend, FilterAction filter, bool sync)
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{
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return BlendNode(name, node, time, seek, isExternalSeeking, blend, filter, sync, testOnly: false);
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}
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}
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partial class CodeEdit
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{
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/// <inheritdoc cref="AddCodeCompletionOption(CodeCompletionKind, string, string, Nullable{Color}, Resource, Nullable{Variant})"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void AddCodeCompletionOption(CodeCompletionKind type, string displayText, string insertText, Nullable<Color> textColor, Resource icon, Nullable<Variant> value)
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{
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AddCodeCompletionOption(type, displayText, insertText, textColor, icon, value, location: 1024);
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}
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}
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partial class Geometry3D
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{
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/// <inheritdoc cref="SegmentIntersectsConvex(Vector3, Vector3, Collections.Array{Plane})"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public static Vector3[] SegmentIntersectsConvex(Vector3 from, Vector3 to, Godot.Collections.Array planes)
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{
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return SegmentIntersectsConvex(from, to, new Godot.Collections.Array<Plane>(planes));
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}
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}
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partial class MeshInstance3D
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{
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/// <inheritdoc cref="CreateMultipleConvexCollisions(MeshConvexDecompositionSettings)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void CreateMultipleConvexCollisions()
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{
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CreateMultipleConvexCollisions(settings: null);
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}
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}
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partial class Node3D
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{
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/// <inheritdoc cref="LookAt(Vector3, Nullable{Vector3}, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void LookAt(Vector3 target, Nullable<Vector3> up)
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{
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LookAt(target, up, useModelFront: false);
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}
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/// <inheritdoc cref="LookAtFromPosition(Vector3, Vector3, Nullable{Vector3}, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void LookAtFromPosition(Vector3 position, Vector3 target, Nullable<Vector3> up)
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{
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LookAtFromPosition(position, target, up, useModelFront: false);
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}
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}
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partial class RenderingDevice
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{
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/// <inheritdoc cref="DrawListBegin(Rid, InitialAction, FinalAction, InitialAction, FinalAction, Color[], float, uint, Nullable{Rect2}, Godot.Collections.Array{Rid})"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public long DrawListBegin(Rid framebuffer, InitialAction initialColorAction, FinalAction finalColorAction, InitialAction initialDepthAction, FinalAction finalDepthAction, Color[] clearColorValues, float clearDepth, uint clearStencil, Nullable<Rect2> region, Godot.Collections.Array storageTextures)
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{
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return DrawListBegin(framebuffer, initialColorAction, finalColorAction, initialDepthAction, finalDepthAction, clearColorValues, clearDepth, clearStencil, region, new Godot.Collections.Array<Rid>(storageTextures));
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}
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}
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partial class RichTextLabel
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{
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/// <inheritdoc cref="PushList(int, ListType, bool, string)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void PushList(int level, ListType type, bool capitalize)
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{
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PushList(level, type, capitalize, bullet: "•");
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}
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/// <inheritdoc cref="PushParagraph(HorizontalAlignment, TextDirection, string, TextServer.StructuredTextParser, TextServer.JustificationFlag, float[])"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void PushParagraph(HorizontalAlignment alignment, TextDirection baseDirection, string language, TextServer.StructuredTextParser stParser)
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{
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PushParagraph(alignment, baseDirection, language, stParser, TextServer.JustificationFlag.WordBound | TextServer.JustificationFlag.Kashida | TextServer.JustificationFlag.SkipLastLine | TextServer.JustificationFlag.DoNotSkipSingleLine);
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}
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}
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partial class SurfaceTool
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{
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/// <inheritdoc cref="AddTriangleFan(Vector3[], Vector2[], Color[], Vector2[], Vector3[], Godot.Collections.Array{Plane})"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void AddTriangleFan(Vector3[] vertices, Vector2[] uvs, Color[] colors, Vector2[] uv2S, Vector3[] normals, Godot.Collections.Array tangents)
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{
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AddTriangleFan(vertices, uvs, colors, uv2S, normals, new Godot.Collections.Array<Plane>(tangents));
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}
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}
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partial class Tree
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{
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/// <inheritdoc cref="EditSelected(bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public bool EditSelected()
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{
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return EditSelected(forceEdit: false);
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}
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}
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partial class UndoRedo
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{
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/// <inheritdoc cref="CreateAction(string, MergeMode, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void CreateAction(string name, MergeMode mergeMode)
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{
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CreateAction(name, mergeMode, backwardUndoOps: false);
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}
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}
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@ -135,6 +135,10 @@
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<Compile Include="GlobalUsings.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<!-- Compat Sources -->
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<ItemGroup>
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<Compile Include="Compat.cs" />
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</ItemGroup>
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<!--
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We import a props file with auto-generated includes. This works well with Rider.
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However, Visual Studio and MonoDevelop won't list them in the solution explorer.
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@ -0,0 +1,18 @@
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// This file contains methods that existed in a previous version of Godot in ClassDB but were removed
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// or their method signature has changed so they are no longer generated by bindings_generator.
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// These methods are provided to avoid breaking binary compatibility.
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using System;
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using System.ComponentModel;
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namespace Godot;
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partial class EditorUndoRedoManager
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{
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/// <inheritdoc cref="CreateAction(string, UndoRedo.MergeMode, GodotObject, bool)"/>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public void CreateAction(string name, UndoRedo.MergeMode mergeMode, GodotObject customContext)
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{
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CreateAction(name, mergeMode, customContext, backwardUndoOps: false);
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}
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}
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@ -34,6 +34,10 @@
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<Private>false</Private>
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</ProjectReference>
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</ItemGroup>
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<!-- Compat Sources -->
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<ItemGroup>
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<Compile Include="Compat.cs" />
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</ItemGroup>
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<!--
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We import a props file with auto-generated includes. This works well with Rider.
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However, Visual Studio and MonoDevelop won't list them in the solution explorer.
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|
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