Merge pull request #17235 from paulloz/mono-glue-enhancements

[Mono] change function names to PascalCase and set abstract classes as abstract
This commit is contained in:
Ignacio Etcheverry 2018-03-13 17:00:28 +01:00 committed by GitHub
commit d6c802f3ae
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4 changed files with 22 additions and 21 deletions

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@ -103,7 +103,7 @@
#define C_METHOD_MANAGED_TO_DICT C_NS_MONOMARSHAL "::mono_object_to_Dictionary"
#define C_METHOD_MANAGED_FROM_DICT C_NS_MONOMARSHAL "::Dictionary_to_mono_object"
#define BINDINGS_GENERATOR_VERSION UINT32_C(1)
#define BINDINGS_GENERATOR_VERSION UINT32_C(2)
const char *BindingsGenerator::TypeInterface::DEFAULT_VARARG_C_IN = "\t%0 %1_in = %1;\n";
@ -730,7 +730,8 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str
}
output.push_back(INDENT1 "public ");
output.push_back(itype.is_singleton ? "static class " : "class ");
bool is_abstract = !ClassDB::can_instance(itype.name) && ClassDB::is_class_enabled(itype.name); // can_instance returns true if there's a constructor and the class is not 'disabled'
output.push_back(itype.is_singleton ? "static class " : (is_abstract ? "abstract class " : "class "));
output.push_back(itype.proxy_name);
if (itype.is_singleton) {

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@ -287,7 +287,7 @@ namespace Godot
if (sep == -1)
return @base;
return @base + rs.substr(0, sep);
return @base + rs.Substr(0, sep);
}
// <summary>
@ -478,7 +478,7 @@ namespace Godot
// </summary>
public static bool IsValidIpAddress(this string instance)
{
string[] ip = instance.split(".");
string[] ip = instance.Split(".");
if (ip.Length != 4)
return false;
@ -489,7 +489,7 @@ namespace Godot
if (!n.IsValidInteger())
return false;
int val = n.to_int();
int val = n.ToInt();
if (val < 0 || val > 255)
return false;
}
@ -571,7 +571,7 @@ namespace Godot
// <summary>
// Do a simple case insensitive expression match, using ? and * wildcards (see [method expr_match]).
// </summary>
public static bool matchn(this string instance, string expr)
public static bool Matchn(this string instance, string expr)
{
return instance.ExprMatch(expr, false);
}
@ -830,7 +830,7 @@ namespace Godot
// <summary>
// Split the string by a divisor string, return an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
// </summary>
public static string[] split(this string instance, string divisor, bool allow_empty = true)
public static string[] Split(this string instance, string divisor, bool allow_empty = true)
{
return instance.Split(new string[] { divisor }, StringSplitOptions.RemoveEmptyEntries);
}
@ -838,7 +838,7 @@ namespace Godot
// <summary>
// Split the string in floats by using a divisor string, return an array of the substrings. Example "1,2.5,3" will return [1,2.5,3] if split by ",".
// </summary>
public static float[] split_floats(this string instance, string divisor, bool allow_empty = true)
public static float[] SplitFloats(this string instance, string divisor, bool allow_empty = true)
{
List<float> ret = new List<float>();
int from = 0;
@ -872,7 +872,7 @@ namespace Godot
// <summary>
// Return a copy of the string stripped of any non-printable character at the beginning and the end. The optional arguments are used to toggle stripping on the left and right edges respectively.
// </summary>
public static string strip_edges(this string instance, bool left = true, bool right = true)
public static string StripEdges(this string instance, bool left = true, bool right = true)
{
if (left)
{
@ -890,7 +890,7 @@ namespace Godot
// <summary>
// Return part of the string from the position [code]from[/code], with length [code]len[/code].
// </summary>
public static string substr(this string instance, int from, int len)
public static string Substr(this string instance, int from, int len)
{
return instance.Substring(from, len);
}
@ -898,7 +898,7 @@ namespace Godot
// <summary>
// Convert the String (which is a character array) to PoolByteArray (which is an array of bytes). The conversion is speeded up in comparison to to_utf8() with the assumption that all the characters the String contains are only ASCII characters.
// </summary>
public static byte[] to_ascii(this string instance)
public static byte[] ToAscii(this string instance)
{
return Encoding.ASCII.GetBytes(instance);
}
@ -906,7 +906,7 @@ namespace Godot
// <summary>
// Convert a string, containing a decimal number, into a [code]float[/code].
// </summary>
public static float to_float(this string instance)
public static float ToFloat(this string instance)
{
return float.Parse(instance);
}
@ -914,7 +914,7 @@ namespace Godot
// <summary>
// Convert a string, containing an integer number, into an [code]int[/code].
// </summary>
public static int to_int(this string instance)
public static int ToInt(this string instance)
{
return int.Parse(instance);
}
@ -922,7 +922,7 @@ namespace Godot
// <summary>
// Return the string converted to lowercase.
// </summary>
public static string to_lower(this string instance)
public static string ToLower(this string instance)
{
return instance.ToLower();
}
@ -930,7 +930,7 @@ namespace Godot
// <summary>
// Return the string converted to uppercase.
// </summary>
public static string to_upper(this string instance)
public static string ToUpper(this string instance)
{
return instance.ToUpper();
}
@ -938,7 +938,7 @@ namespace Godot
// <summary>
// Convert the String (which is an array of characters) to PoolByteArray (which is an array of bytes). The conversion is a bit slower than to_ascii(), but supports all UTF-8 characters. Therefore, you should prefer this function over to_ascii().
// </summary>
public static byte[] to_utf8(this string instance)
public static byte[] ToUtf8(this string instance)
{
return Encoding.UTF8.GetBytes(instance);
}
@ -946,7 +946,7 @@ namespace Godot
// <summary>
// Return a copy of the string with special characters escaped using the XML standard.
// </summary>
public static string xml_escape(this string instance)
public static string XmlEscape(this string instance)
{
return SecurityElement.Escape(instance);
}
@ -954,7 +954,7 @@ namespace Godot
// <summary>
// Return a copy of the string with escaped characters replaced by their meanings according to the XML standard.
// </summary>
public static string xml_unescape(this string instance)
public static string XmlUnescape(this string instance)
{
return SecurityElement.FromString(instance).Text;
}

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@ -24,7 +24,7 @@ namespace Godot
public Transform LookingAt(Vector3 target, Vector3 up)
{
Transform t = this;
t.set_look_at(origin, target, up);
t.SetLookAt(origin, target, up);
return t;
}
@ -43,7 +43,7 @@ namespace Godot
return new Transform(basis.Scaled(scale), origin * scale);
}
public void set_look_at(Vector3 eye, Vector3 target, Vector3 up)
public void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
// Make rotation matrix
// Z vector

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@ -1 +1 @@
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