Ignore fake properties in classes when generating extension_api.json

In extension_api.json we want to expose properties that are meant to
access a class attribute from script (i.e. `Node2D.position`).
However property system is also used in Godot to declare attributes
accessible from the node editor:
- property with '/' in their name
- property array with NIL type that represents an array
This commit is contained in:
Emmanuel Leblond 2022-08-15 11:37:58 +02:00
parent 7c85c4a27e
commit a6963320d6
No known key found for this signature in database
GPG key ID: C360860E645EFFC0

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@ -52,6 +52,9 @@ static String get_type_name(const PropertyInfo &p_info) {
if (p_info.type == Variant::INT && (p_info.usage & (PROPERTY_USAGE_CLASS_IS_BITFIELD))) {
return String("bitfield::") + String(p_info.class_name);
}
if (p_info.type == Variant::INT && (p_info.usage & PROPERTY_USAGE_ARRAY)) {
return "int";
}
if (p_info.class_name != StringName()) {
return p_info.class_name;
}
@ -840,12 +843,16 @@ Dictionary NativeExtensionAPIDump::generate_extension_api() {
List<PropertyInfo> property_list;
ClassDB::get_property_list(class_name, &property_list, true);
for (const PropertyInfo &F : property_list) {
if (F.usage & PROPERTY_USAGE_CATEGORY || F.usage & PROPERTY_USAGE_GROUP || F.usage & PROPERTY_USAGE_SUBGROUP) {
if (F.usage & PROPERTY_USAGE_CATEGORY || F.usage & PROPERTY_USAGE_GROUP || F.usage & PROPERTY_USAGE_SUBGROUP || (F.type == Variant::NIL && F.usage & PROPERTY_USAGE_ARRAY)) {
continue; //not real properties
}
if (F.name.begins_with("_")) {
continue; //hidden property
}
if (F.name.find("/") >= 0) {
// Ignore properties with '/' (slash) in the name. These are only meant for use in the inspector.
continue;
}
StringName property_name = F.name;
Dictionary d2;
d2["type"] = get_type_name(F);