Improve the Dictionary class documentation
- Mention Lua-style syntax.
- Make the code samples self-contained.
- Mention caveat with `const` (also in Array).
- Clarify the description of `size()`.
This closes https://github.com/godotengine/godot-docs/issues/4272.
(cherry picked from commit 5325de4e6b
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@ -20,8 +20,9 @@
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var array2 = [3, "Four"]
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print(array1 + array2) # ["One", 2, 3, "Four"]
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[/codeblock]
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Note that concatenating with [code]+=[/code] operator will create a new array. If you want to append another array to an existing array, [method append_array] is more efficient.
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[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a new array, which has a cost. If you want to append another array to an existing array, [method append_array] is more efficient.
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[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array which can be modified independently of the original array, use [method duplicate].
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[b]Note:[/b] When declaring an array with [code]const[/code], the array itself can still be mutated by defining the values at individual indices or pushing/removing elements. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
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</description>
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<tutorials>
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</tutorials>
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@ -10,43 +10,53 @@
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[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
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Creating a dictionary:
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[codeblock]
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var my_dir = {} # Creates an empty dictionary.
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var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
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var another_dir = {
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key1: value1,
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key2: value2,
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key3: value3,
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var my_dict = {} # Creates an empty dictionary.
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var dict_variable_key = "Another key name"
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var dict_variable_value = "value2"
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var another_dict = {
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"Some key name": "value1",
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dict_variable_key: dict_variable_value,
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}
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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# Alternative Lua-style syntax.
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# Doesn't require quotes around keys, but only string constants can be used as key names.
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# Additionally, key names must start with a letter or an underscore.
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# Here, `some_key` is a string literal, not a variable!
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another_dict = {
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some_key = 42,
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}
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[/codeblock]
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You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dir["White"][/code] will return [code]50[/code]. You can also write [code]points_dir.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
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[codeblock]
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export(String, "White", "Yellow", "Orange") var my_color
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var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
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export(string, "White", "Yellow", "Orange") var my_color
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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func _ready():
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# We can't use dot syntax here as `my_color` is a variable.
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var points = points_dir[my_color]
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var points = points_dict[my_color]
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[/codeblock]
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In the above code, [code]points[/code] will be assigned the value that is paired with the appropriate color selected in [code]my_color[/code].
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Dictionaries can contain more complex data:
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[codeblock]
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my_dir = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key.
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my_dict = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key.
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[/codeblock]
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To add a key to an existing dictionary, access it like an existing key and assign to it:
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[codeblock]
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var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
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points_dir["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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points_dict["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.
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[/codeblock]
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Finally, dictionaries can contain different types of keys and values in the same dictionary:
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[codeblock]
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# This is a valid dictionary.
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# To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`.
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# Indexing styles can be mixed and matched depending on your needs.
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var my_dir = {
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var my_dict = {
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"String Key": 5,
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4: [1, 2, 3],
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7: "Hello",
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"sub_dir": {"sub_key": "Nested value"},
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"sub_dict": {"sub_key": "Nested value"},
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}
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[/codeblock]
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[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:
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@ -57,20 +67,21 @@
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func compare_arrays():
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print(array1 == array2) # Will print true.
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dir1 = {"a": 1, "b": 2, "c": 3}
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dir2 = {"a": 1, "b": 2, "c": 3}
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var dict1 = {"a": 1, "b": 2, "c": 3}
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var dict2 = {"a": 1, "b": 2, "c": 3}
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func compare_dictionaries():
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print(dir1 == dir2) # Will NOT print true.
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print(dict1 == dict2) # Will NOT print true.
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[/codeblock]
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You need to first calculate the dictionary's hash with [method hash] before you can compare them:
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[codeblock]
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dir1 = {"a": 1, "b": 2, "c": 3}
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dir2 = {"a": 1, "b": 2, "c": 3}
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var dict1 = {"a": 1, "b": 2, "c": 3}
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var dict2 = {"a": 1, "b": 2, "c": 3}
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func compare_dictionaries():
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print(dir1.hash() == dir2.hash()) # Will print true.
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print(dict1.hash() == dict2.hash()) # Will print true.
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[/codeblock]
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[b]Note:[/b] When declaring a dictionary with [code]const[/code], the dictionary itself can still be mutated by defining the values of individual keys. Using [code]const[/code] will only prevent assigning the constant with another value after it was initialized.
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</description>
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<tutorials>
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<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/3.2/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
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@ -169,7 +180,7 @@
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<return type="int">
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</return>
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<description>
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Returns the size of the dictionary (in pairs).
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Returns the number of keys in the dictionary.
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</description>
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</method>
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<method name="values">
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