C#: Fix generator crash w/ generic arrays
This commit is contained in:
parent
d282e4f0e6
commit
aba787393f
4 changed files with 69 additions and 1 deletions
|
@ -57,4 +57,13 @@ public class ScriptPropertiesGeneratorTests
|
|||
"ScriptBoilerplate_ScriptProperties.generated.cs", "OuterClass.NestedClass_ScriptProperties.generated.cs"
|
||||
);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public async void AbstractGenericNode()
|
||||
{
|
||||
await CSharpSourceGeneratorVerifier<ScriptPropertiesGenerator>.Verify(
|
||||
"AbstractGenericNode.cs",
|
||||
"AbstractGenericNode(Of T)_ScriptProperties.generated.cs"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,49 @@
|
|||
using Godot;
|
||||
using Godot.NativeInterop;
|
||||
|
||||
partial class AbstractGenericNode<T>
|
||||
{
|
||||
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
|
||||
/// <summary>
|
||||
/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
|
||||
/// </summary>
|
||||
public new class PropertyName : global::Godot.Node.PropertyName {
|
||||
/// <summary>
|
||||
/// Cached name for the 'MyArray' property.
|
||||
/// </summary>
|
||||
public new static readonly global::Godot.StringName MyArray = "MyArray";
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
|
||||
protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
|
||||
{
|
||||
if (name == PropertyName.MyArray) {
|
||||
this.MyArray = global::Godot.NativeInterop.VariantUtils.ConvertToArray<T>(value);
|
||||
return true;
|
||||
}
|
||||
return base.SetGodotClassPropertyValue(name, value);
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
|
||||
protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
|
||||
{
|
||||
if (name == PropertyName.MyArray) {
|
||||
value = global::Godot.NativeInterop.VariantUtils.CreateFromArray(this.MyArray);
|
||||
return true;
|
||||
}
|
||||
return base.GetGodotClassPropertyValue(name, out value);
|
||||
}
|
||||
/// <summary>
|
||||
/// Get the property information for all the properties declared in this class.
|
||||
/// This method is used by Godot to register the available properties in the editor.
|
||||
/// Do not call this method.
|
||||
/// </summary>
|
||||
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
|
||||
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
|
||||
{
|
||||
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
|
||||
properties.Add(new(type: (global::Godot.Variant.Type)28, name: PropertyName.MyArray, hint: (global::Godot.PropertyHint)0, hintString: "", usage: (global::Godot.PropertyUsageFlags)4102, exported: true));
|
||||
return properties;
|
||||
}
|
||||
#pragma warning restore CS0109
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
public abstract partial class AbstractGenericNode<[MustBeVariant] T> : Node
|
||||
{
|
||||
[Export] // This should be included, but without type hints.
|
||||
public Godot.Collections.Array<T> MyArray { get; set; } = new();
|
||||
}
|
|
@ -658,7 +658,10 @@ namespace Godot.SourceGenerators
|
|||
var elementType = MarshalUtils.GetArrayElementType(type);
|
||||
|
||||
if (elementType == null)
|
||||
return false; // Non-generic Array, so there's no hint to add
|
||||
return false; // Non-generic Array, so there's no hint to add.
|
||||
|
||||
if (elementType.TypeKind == TypeKind.TypeParameter)
|
||||
return false; // The generic is not constructed, we can't really hint anything.
|
||||
|
||||
var elementMarshalType = MarshalUtils.ConvertManagedTypeToMarshalType(elementType, typeCache)!.Value;
|
||||
var elementVariantType = MarshalUtils.ConvertMarshalTypeToVariantType(elementMarshalType)!.Value;
|
||||
|
|
Loading…
Reference in a new issue