Remove [Signal]
attribute from events
- Remove event as a valid target of `SignalAttribute` - Stop adding the `[Signal]` attribute to events in bindings_generator - Make bindings_generator use the `EventHandler` suffix to be consistent with the C# source generator - Remove obsolete comment about the signal's delegate name
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3 changed files with 3 additions and 7 deletions
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@ -117,10 +117,6 @@ namespace Godot.SourceGenerators
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source.Append(symbol.NameWithTypeParameters());
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source.Append("\n{\n");
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// TODO:
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// The delegate name already needs to end with 'Signal' to avoid collision with the event name.
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// Requiring SignalAttribute is redundant. Should we remove it to make declaration shorter?
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var members = symbol.GetMembers();
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var signalDelegateSymbols = members
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@ -2257,7 +2257,7 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf
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}
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String delegate_name = p_isignal.proxy_name;
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delegate_name += "Handler"; // Delegate name is [SignalName]Handler
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delegate_name += "EventHandler"; // Delegate name is [SignalName]EventHandler
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// Generate delegate
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p_output.append(MEMBER_BEGIN "public delegate void ");
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@ -2271,7 +2271,7 @@ Error BindingsGenerator::_generate_cs_signal(const BindingsGenerator::TypeInterf
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// If so, we could store the pointer we get from `data_unique_pointer()` instead of allocating StringName here.
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// Generate event
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p_output.append(MEMBER_BEGIN "[Signal]" MEMBER_BEGIN "public ");
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p_output.append(MEMBER_BEGIN "public ");
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if (p_itype.is_singleton) {
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p_output.append("static ");
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@ -2,6 +2,6 @@ using System;
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namespace Godot
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{
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[AttributeUsage(AttributeTargets.Delegate | AttributeTargets.Event)]
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[AttributeUsage(AttributeTargets.Delegate)]
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public class SignalAttribute : Attribute { }
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}
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