Merge pull request #17235 from paulloz/mono-glue-enhancements
[Mono] change function names to PascalCase and set abstract classes as abstract
This commit is contained in:
commit
d6c802f3ae
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@ -103,7 +103,7 @@
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#define C_METHOD_MANAGED_TO_DICT C_NS_MONOMARSHAL "::mono_object_to_Dictionary"
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#define C_METHOD_MANAGED_TO_DICT C_NS_MONOMARSHAL "::mono_object_to_Dictionary"
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#define C_METHOD_MANAGED_FROM_DICT C_NS_MONOMARSHAL "::Dictionary_to_mono_object"
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#define C_METHOD_MANAGED_FROM_DICT C_NS_MONOMARSHAL "::Dictionary_to_mono_object"
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#define BINDINGS_GENERATOR_VERSION UINT32_C(1)
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#define BINDINGS_GENERATOR_VERSION UINT32_C(2)
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const char *BindingsGenerator::TypeInterface::DEFAULT_VARARG_C_IN = "\t%0 %1_in = %1;\n";
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const char *BindingsGenerator::TypeInterface::DEFAULT_VARARG_C_IN = "\t%0 %1_in = %1;\n";
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@ -730,7 +730,8 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str
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}
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}
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output.push_back(INDENT1 "public ");
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output.push_back(INDENT1 "public ");
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output.push_back(itype.is_singleton ? "static class " : "class ");
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bool is_abstract = !ClassDB::can_instance(itype.name) && ClassDB::is_class_enabled(itype.name); // can_instance returns true if there's a constructor and the class is not 'disabled'
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output.push_back(itype.is_singleton ? "static class " : (is_abstract ? "abstract class " : "class "));
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output.push_back(itype.proxy_name);
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output.push_back(itype.proxy_name);
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if (itype.is_singleton) {
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if (itype.is_singleton) {
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@ -287,7 +287,7 @@ namespace Godot
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if (sep == -1)
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if (sep == -1)
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return @base;
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return @base;
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return @base + rs.substr(0, sep);
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return @base + rs.Substr(0, sep);
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}
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}
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// <summary>
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// <summary>
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@ -478,7 +478,7 @@ namespace Godot
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// </summary>
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// </summary>
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public static bool IsValidIpAddress(this string instance)
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public static bool IsValidIpAddress(this string instance)
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{
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{
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string[] ip = instance.split(".");
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string[] ip = instance.Split(".");
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if (ip.Length != 4)
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if (ip.Length != 4)
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return false;
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return false;
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@ -489,7 +489,7 @@ namespace Godot
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if (!n.IsValidInteger())
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if (!n.IsValidInteger())
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return false;
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return false;
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int val = n.to_int();
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int val = n.ToInt();
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if (val < 0 || val > 255)
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if (val < 0 || val > 255)
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return false;
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return false;
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}
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}
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@ -571,7 +571,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Do a simple case insensitive expression match, using ? and * wildcards (see [method expr_match]).
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// Do a simple case insensitive expression match, using ? and * wildcards (see [method expr_match]).
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// </summary>
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// </summary>
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public static bool matchn(this string instance, string expr)
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public static bool Matchn(this string instance, string expr)
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{
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{
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return instance.ExprMatch(expr, false);
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return instance.ExprMatch(expr, false);
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}
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}
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@ -830,7 +830,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
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// Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
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// </summary>
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// </summary>
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public static string[] split(this string instance, string divisor, bool allow_empty = true)
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public static string[] Split(this string instance, string divisor, bool allow_empty = true)
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{
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{
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return instance.Split(new string[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
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return instance.Split(new string[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
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}
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}
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@ -838,7 +838,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",".
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// Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",".
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// </summary>
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// </summary>
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public static float[] split_floats(this string instance, string divisor, bool allow_empty = true)
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public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
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{
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{
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List<float> ret = new List<float>();
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List<float> ret = new List<float>();
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int from = 0;
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int from = 0;
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@ -872,7 +872,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Return a copy of the string stripped of any non-printable character at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively.
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// Return a copy of the string stripped of any non-printable character at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively.
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// </summary>
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// </summary>
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public static string strip_edges(this string instance, bool left = true, bool right = true)
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public static string StripEdges(this string instance, bool left = true, bool right = true)
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{
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{
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if (left)
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if (left)
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{
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{
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@ -890,7 +890,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Return part of the string from the position [code]from[/code], with length [code]len[/code].
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// Return part of the string from the position [code]from[/code], with length [code]len[/code].
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// </summary>
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// </summary>
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public static string substr(this string instance, int from, int len)
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public static string Substr(this string instance, int from, int len)
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{
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{
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return instance.Substring(from, len);
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return instance.Substring(from, len);
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}
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}
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@ -898,7 +898,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Convert the String (which is a character array) to PoolByteArray (which is an array of bytes). The conversion is speeded up in comparison to to_utf8() with the assumption that all the characters the String contains are only ASCII characters.
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// Convert the String (which is a character array) to PoolByteArray (which is an array of bytes). The conversion is speeded up in comparison to to_utf8() with the assumption that all the characters the String contains are only ASCII characters.
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// </summary>
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// </summary>
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public static byte[] to_ascii(this string instance)
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public static byte[] ToAscii(this string instance)
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{
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{
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return Encoding.ASCII.GetBytes(instance);
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return Encoding.ASCII.GetBytes(instance);
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}
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}
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@ -906,7 +906,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Convert a string, containing a decimal number, into a [code]float[/code].
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// Convert a string, containing a decimal number, into a [code]float[/code].
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// </summary>
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// </summary>
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public static float to_float(this string instance)
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public static float ToFloat(this string instance)
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{
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{
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return float.Parse(instance);
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return float.Parse(instance);
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}
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}
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@ -914,7 +914,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Convert a string, containing an integer number, into an [code]int[/code].
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// Convert a string, containing an integer number, into an [code]int[/code].
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// </summary>
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// </summary>
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public static int to_int(this string instance)
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public static int ToInt(this string instance)
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{
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{
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return int.Parse(instance);
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return int.Parse(instance);
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}
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}
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@ -922,7 +922,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Return the string converted to lowercase.
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// Return the string converted to lowercase.
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// </summary>
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// </summary>
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public static string to_lower(this string instance)
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public static string ToLower(this string instance)
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{
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{
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return instance.ToLower();
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return instance.ToLower();
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}
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}
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@ -930,7 +930,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Return the string converted to uppercase.
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// Return the string converted to uppercase.
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// </summary>
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// </summary>
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public static string to_upper(this string instance)
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public static string ToUpper(this string instance)
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{
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{
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return instance.ToUpper();
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return instance.ToUpper();
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}
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}
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@ -938,7 +938,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Convert the String (which is an array of characters) to PoolByteArray (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii().
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// Convert the String (which is an array of characters) to PoolByteArray (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii().
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// </summary>
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// </summary>
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public static byte[] to_utf8(this string instance)
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public static byte[] ToUtf8(this string instance)
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{
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{
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return Encoding.UTF8.GetBytes(instance);
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return Encoding.UTF8.GetBytes(instance);
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}
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}
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@ -946,7 +946,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Return a copy of the string with special characters escaped using the XML standard.
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// Return a copy of the string with special characters escaped using the XML standard.
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// </summary>
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// </summary>
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public static string xml_escape(this string instance)
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public static string XmlEscape(this string instance)
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{
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{
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return SecurityElement.Escape(instance);
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return SecurityElement.Escape(instance);
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}
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}
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@ -954,7 +954,7 @@ namespace Godot
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// <summary>
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// <summary>
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// Return a copy of the string with escaped characters replaced by their meanings according to the XML standard.
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// Return a copy of the string with escaped characters replaced by their meanings according to the XML standard.
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// </summary>
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// </summary>
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public static string xml_unescape(this string instance)
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public static string XmlUnescape(this string instance)
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{
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{
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return SecurityElement.FromString(instance).Text;
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return SecurityElement.FromString(instance).Text;
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}
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}
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@ -24,7 +24,7 @@ namespace Godot
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public Transform LookingAt(Vector3 target, Vector3 up)
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public Transform LookingAt(Vector3 target, Vector3 up)
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{
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{
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Transform t = this;
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Transform t = this;
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t.set_look_at(origin, target, up);
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t.SetLookAt(origin, target, up);
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return t;
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return t;
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}
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}
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@ -43,7 +43,7 @@ namespace Godot
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return new Transform(basis.Scaled(scale), origin * scale);
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return new Transform(basis.Scaled(scale), origin * scale);
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}
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}
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public void set_look_at(Vector3 eye, Vector3 target, Vector3 up)
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public void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
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{
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{
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// Make rotation matrix
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// Make rotation matrix
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// Z vector
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// Z vector
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@ -1 +1 @@
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1
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2
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