Ignore fake properties in classes when generating extension_api.json
In extension_api.json we want to expose properties that are meant to access a class attribute from script (i.e. `Node2D.position`). However property system is also used in Godot to declare attributes accessible from the node editor: - property with '/' in their name - property array with NIL type that represents an array
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@ -52,6 +52,9 @@ static String get_type_name(const PropertyInfo &p_info) {
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if (p_info.type == Variant::INT && (p_info.usage & (PROPERTY_USAGE_CLASS_IS_BITFIELD))) {
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return String("bitfield::") + String(p_info.class_name);
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}
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if (p_info.type == Variant::INT && (p_info.usage & PROPERTY_USAGE_ARRAY)) {
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return "int";
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}
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if (p_info.class_name != StringName()) {
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return p_info.class_name;
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}
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@ -840,12 +843,16 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
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List<PropertyInfo> property_list;
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ClassDB::get_property_list(class_name, &property_list, true);
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for (const PropertyInfo &F : property_list) {
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if (F.usage & PROPERTY_USAGE_CATEGORY || F.usage & PROPERTY_USAGE_GROUP || F.usage & PROPERTY_USAGE_SUBGROUP) {
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if (F.usage & PROPERTY_USAGE_CATEGORY || F.usage & PROPERTY_USAGE_GROUP || F.usage & PROPERTY_USAGE_SUBGROUP || (F.type == Variant::NIL && F.usage & PROPERTY_USAGE_ARRAY)) {
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continue; //not real properties
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}
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if (F.name.begins_with("_")) {
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continue; //hidden property
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}
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if (F.name.find("/") >= 0) {
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// Ignore properties with '/' (slash) in the name. These are only meant for use in the inspector.
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continue;
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}
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StringName property_name = F.name;
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Dictionary d2;
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d2["type"] = get_type_name(F);
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