0c30c678f0
This new version does not support the following type arguments: - Generic types - Array of Godot Object (Godot.Object[]) or derived types The new implementation uses delegate pointers to call the Variant conversion methods. We do type checking only once in the static constructor to get the conversion delegates. Now, we no longer need to do type checking every time, and we no longer have to box value types. This is the best implementation I could come up with, as C# generics don't support anything similar to C++ template specializations.
110 lines
5.2 KiB
C#
110 lines
5.2 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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#pragma warning disable CS0169
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#pragma warning disable CS0414
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namespace Godot.SourceGenerators.Sample
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{
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[SuppressMessage("ReSharper", "BuiltInTypeReferenceStyle")]
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[SuppressMessage("ReSharper", "RedundantNameQualifier")]
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[SuppressMessage("ReSharper", "ArrangeObjectCreationWhenTypeEvident")]
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[SuppressMessage("ReSharper", "InconsistentNaming")]
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public partial class ExportedFields : Godot.Object
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{
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[Export] private Boolean field_Boolean = true;
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[Export] private Char field_Char = 'f';
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[Export] private SByte field_SByte = 10;
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[Export] private Int16 field_Int16 = 10;
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[Export] private Int32 field_Int32 = 10;
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[Export] private Int64 field_Int64 = 10;
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[Export] private Byte field_Byte = 10;
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[Export] private UInt16 field_UInt16 = 10;
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[Export] private UInt32 field_UInt32 = 10;
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[Export] private UInt64 field_UInt64 = 10;
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[Export] private Single field_Single = 10;
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[Export] private Double field_Double = 10;
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[Export] private String field_String = "foo";
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// Godot structs
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[Export] private Vector2 field_Vector2 = new(10f, 10f);
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[Export] private Vector2i field_Vector2i = Vector2i.Up;
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[Export] private Rect2 field_Rect2 = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
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[Export] private Rect2i field_Rect2i = new(new Vector2i(10, 10), new Vector2i(10, 10));
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[Export] private Transform2D field_Transform2D = Transform2D.Identity;
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[Export] private Vector3 field_Vector3 = new(10f, 10f, 10f);
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[Export] private Vector3i field_Vector3i = Vector3i.Back;
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[Export] private Basis field_Basis = new Basis(Quaternion.Identity);
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[Export] private Quaternion field_Quaternion = new Quaternion(Basis.Identity);
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[Export] private Transform3D field_Transform3D = Transform3D.Identity;
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[Export] private Vector4 field_Vector4 = new(10f, 10f, 10f, 10f);
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[Export] private Vector4i field_Vector4i = Vector4i.One;
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[Export] private Projection field_Projection = Projection.Identity;
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[Export] private AABB field_AABB = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
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[Export] private Color field_Color = Colors.Aquamarine;
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[Export] private Plane field_Plane = Plane.PlaneXZ;
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[Export] private Callable field_Callable = new Callable(Engine.GetMainLoop(), "_process");
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[Export] private SignalInfo field_SignalInfo = new SignalInfo(Engine.GetMainLoop(), "property_list_changed");
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// Enums
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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enum MyEnum
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{
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A,
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B,
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C
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}
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[Export] private MyEnum field_Enum = MyEnum.C;
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[Flags]
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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enum MyFlagsEnum
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{
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A,
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B,
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C
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}
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[Export] private MyFlagsEnum field_FlagsEnum = MyFlagsEnum.C;
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// Arrays
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[Export] private Byte[] field_ByteArray = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int32[] field_Int32Array = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int64[] field_Int64Array = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Single[] field_SingleArray = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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[Export] private Double[] field_DoubleArray = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
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[Export] private String[] field_StringArray = { "foo", "bar" };
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[Export(PropertyHint.Enum, "A,B,C")] private String[] field_StringArrayEnum = { "foo", "bar" };
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[Export] private Vector2[] field_Vector2Array = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
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[Export] private Vector3[] field_Vector3Array = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right };
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[Export] private Color[] field_ColorArray = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige };
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[Export] private Godot.Object[] field_GodotObjectOrDerivedArray = { null };
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[Export] private StringName[] field_StringNameArray = { "foo", "bar" };
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[Export] private NodePath[] field_NodePathArray = { "foo", "bar" };
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[Export] private RID[] field_RIDArray = { default, default, default };
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// Variant
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[Export] private Variant field_Variant = "foo";
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// Classes
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[Export] private Godot.Object field_GodotObjectOrDerived;
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[Export] private Godot.Texture field_GodotResourceTexture;
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[Export] private StringName field_StringName = new StringName("foo");
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[Export] private NodePath field_NodePath = new NodePath("foo");
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[Export] private RID field_RID;
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[Export] private Godot.Collections.Dictionary field_GodotDictionary =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export] private Godot.Collections.Array field_GodotArray =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export] private Godot.Collections.Dictionary<string, bool> field_GodotGenericDictionary =
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new() { { "foo", true }, { "bar", false } };
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[Export] private Godot.Collections.Array<int> field_GodotGenericArray =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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