DocData: Skip language-specific ClassDoc without methods/constants

Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
This commit is contained in:
Rémi Verschelde 2020-06-17 15:06:13 +02:00
parent 7cde0e4ab9
commit ba0db95909
11 changed files with 30 additions and 76 deletions

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@ -33,6 +33,9 @@
<member name="Geometry3D" type="Geometry3D" setter="" getter=""> <member name="Geometry3D" type="Geometry3D" setter="" getter="">
The [Geometry3D] singleton. The [Geometry3D] singleton.
</member> </member>
<member name="GodotSharp" type="GodotSharp" setter="" getter="">
The [GodotSharp] singleton.
</member>
<member name="IP" type="IP" setter="" getter=""> <member name="IP" type="IP" setter="" getter="">
The [IP] singleton. The [IP] singleton.
</member> </member>

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@ -41,6 +41,15 @@
Removes all events from an action. Removes all events from an action.
</description> </description>
</method> </method>
<method name="action_get_events">
<return type="Array">
</return>
<argument index="0" name="action" type="StringName">
</argument>
<description>
Returns an array of [InputEvent]s associated with a given action.
</description>
</method>
<method name="action_has_event"> <method name="action_has_event">
<return type="bool"> <return type="bool">
</return> </return>
@ -95,15 +104,6 @@
Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior. Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
</description> </description>
</method> </method>
<method name="action_get_events">
<return type="Array">
</return>
<argument index="0" name="action" type="StringName">
</argument>
<description>
Returns an array of [InputEvent]s associated with a given action.
</description>
</method>
<method name="get_actions"> <method name="get_actions">
<return type="Array"> <return type="Array">
</return> </return>

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@ -254,20 +254,6 @@
[b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows. [b]Note:[/b] This method is implemented on Android, Linux, macOS and Windows.
</description> </description>
</method> </method>
<method name="get_system_time_msecs" qualifiers="const">
<return type="int">
</return>
<description>
Returns the epoch time of the operating system in milliseconds.
</description>
</method>
<method name="get_system_time_secs" qualifiers="const">
<return type="int">
</return>
<description>
Returns the epoch time of the operating system in seconds.
</description>
</method>
<method name="get_tablet_driver_count" qualifiers="const"> <method name="get_tablet_driver_count" qualifiers="const">
<return type="int"> <return type="int">
</return> </return>

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@ -17,11 +17,6 @@
<tutorials> <tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/optimization/using_servers.html</link>
</tutorials> </tutorials>
<members>
<member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled" default="true">
If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled.
</member>
</members>
<methods> <methods>
<method name="black_bars_set_images"> <method name="black_bars_set_images">
<return type="void"> <return type="void">
@ -3014,6 +3009,11 @@
</description> </description>
</method> </method>
</methods> </methods>
<members>
<member name="render_loop_enabled" type="bool" setter="set_render_loop_enabled" getter="is_render_loop_enabled">
If [code]false[/code], disables rendering completely, but the engine logic is still being processed. You can call [method force_draw] to draw a frame even with rendering disabled.
</member>
</members>
<signals> <signals>
<signal name="frame_post_draw"> <signal name="frame_post_draw">
<description> <description>

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@ -662,18 +662,19 @@ void DocData::generate(bool p_basic_types) {
} }
} }
//built in script reference // Built-in script reference.
// We only add a doc entry for languages which actually define any built-in
// methods or constants.
{ {
for (int i = 0; i < ScriptServer::get_language_count(); i++) { for (int i = 0; i < ScriptServer::get_language_count(); i++) {
ScriptLanguage *lang = ScriptServer::get_language(i); ScriptLanguage *lang = ScriptServer::get_language(i);
String cname = "@" + lang->get_name(); String cname = "@" + lang->get_name();
class_list[cname] = ClassDoc(); ClassDoc c;
ClassDoc &c = class_list[cname];
c.name = cname; c.name = cname;
// Get functions.
List<MethodInfo> minfo; List<MethodInfo> minfo;
lang->get_public_functions(&minfo); lang->get_public_functions(&minfo);
for (List<MethodInfo>::Element *E = minfo.front(); E; E = E->next()) { for (List<MethodInfo>::Element *E = minfo.front(); E; E = E->next()) {
@ -706,6 +707,7 @@ void DocData::generate(bool p_basic_types) {
c.methods.push_back(md); c.methods.push_back(md);
} }
// Get constants.
List<Pair<String, Variant>> cinfo; List<Pair<String, Variant>> cinfo;
lang->get_public_constants(&cinfo); lang->get_public_constants(&cinfo);
@ -715,6 +717,13 @@ void DocData::generate(bool p_basic_types) {
cd.value = E->get().second; cd.value = E->get().second;
c.constants.push_back(cd); c.constants.push_back(cd);
} }
// Skip adding the lang if it doesn't expose anything (e.g. C#).
if (c.methods.empty() && c.constants.empty()) {
continue;
}
class_list[cname] = c;
} }
} }
} }

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@ -8,7 +8,6 @@ def configure(env):
def get_doc_classes(): def get_doc_classes():
return [ return [
"@NativeScript",
"XRInterfaceGDNative", "XRInterfaceGDNative",
"GDNative", "GDNative",
"GDNativeLibrary", "GDNativeLibrary",

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="@NativeScript" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -57,7 +57,6 @@ def configure(env):
def get_doc_classes(): def get_doc_classes():
return [ return [
"@C#",
"CSharpScript", "CSharpScript",
"GodotSharp", "GodotSharp",
] ]

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="@C#" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -8,7 +8,6 @@ def configure(env):
def get_doc_classes(): def get_doc_classes():
return [ return [
"@VisualScript",
"VisualScriptBasicTypeConstant", "VisualScriptBasicTypeConstant",
"VisualScriptBuiltinFunc", "VisualScriptBuiltinFunc",
"VisualScriptClassConstant", "VisualScriptClassConstant",

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="@VisualScript" version="4.0">
<brief_description>
Built-in visual script functions.
</brief_description>
<description>
A list of built-in visual script functions, see [VisualScriptBuiltinFunc] and [VisualScript].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>