139a5df821
New rules: - Do not silence CA1805 any more - Limit where we silence CA1707, CA1711, CA1720 - Enforce severity=warning for IDE0040 - Enforce Allman style braces - Enforce naming conventions (IDE1006 is still severity=suggestion) Fixes: - Fix REFL045, CS1572, CS1573 - Suppress CS0618 when generating `InvokeGodotClassMethod` - Fix indent when generating GD_constants.cs - Temporarily silence CS1734 in generated code - Fix a lot of naming rule violations Misc.: - Remove ReSharper comments for RedundantNameQualifier - Remove suppression attributes for RedundantNameQualifier - Remove severity=warnings for CA1716, CA1304 (already included in the level of analysis we run)
118 lines
5.6 KiB
C#
118 lines
5.6 KiB
C#
using System;
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using System.Collections.Generic;
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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 : GodotObject
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{
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[Export] private Boolean _fieldBoolean = true;
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[Export] private Char _fieldChar = 'f';
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[Export] private SByte _fieldSByte = 10;
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[Export] private Int16 _fieldInt16 = 10;
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[Export] private Int32 _fieldInt32 = 10;
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[Export] private Int64 _fieldInt64 = 10;
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[Export] private Byte _fieldByte = 10;
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[Export] private UInt16 _fieldUInt16 = 10;
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[Export] private UInt32 _fieldUInt32 = 10;
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[Export] private UInt64 _fieldUInt64 = 10;
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[Export] private Single _fieldSingle = 10;
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[Export] private Double _fieldDouble = 10;
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[Export] private String _fieldString = "foo";
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// Godot structs
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[Export] private Vector2 _fieldVector2 = new(10f, 10f);
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[Export] private Vector2I _fieldVector2I = Vector2I.Up;
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[Export] private Rect2 _fieldRect2 = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
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[Export] private Rect2I _fieldRect2I = new(new Vector2I(10, 10), new Vector2I(10, 10));
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[Export] private Transform2D _fieldTransform2D = Transform2D.Identity;
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[Export] private Vector3 _fieldVector3 = new(10f, 10f, 10f);
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[Export] private Vector3I _fieldVector3I = Vector3I.Back;
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[Export] private Basis _fieldBasis = new Basis(Quaternion.Identity);
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[Export] private Quaternion _fieldQuaternion = new Quaternion(Basis.Identity);
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[Export] private Transform3D _fieldTransform3D = Transform3D.Identity;
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[Export] private Vector4 _fieldVector4 = new(10f, 10f, 10f, 10f);
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[Export] private Vector4I _fieldVector4I = Vector4I.One;
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[Export] private Projection _fieldProjection = Projection.Identity;
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[Export] private Aabb _fieldAabb = new Aabb(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
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[Export] private Color _fieldColor = Colors.Aquamarine;
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[Export] private Plane _fieldPlane = Plane.PlaneXZ;
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[Export] private Callable _fieldCallable = new Callable(Engine.GetMainLoop(), "_process");
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[Export] private Signal _fieldSignal = new Signal(Engine.GetMainLoop(), "property_list_changed");
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// Enums
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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public 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 _fieldEnum = MyEnum.C;
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[Flags]
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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public 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 _fieldFlagsEnum = MyFlagsEnum.C;
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// Arrays
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[Export] private Byte[] _fieldByteArray = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int32[] _fieldInt32Array = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int64[] _fieldInt64Array = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Single[] _fieldSingleArray = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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[Export] private Double[] _fieldDoubleArray = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
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[Export] private String[] _fieldStringArray = { "foo", "bar" };
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[Export(PropertyHint.Enum, "A,B,C")] private String[] _fieldStringArrayEnum = { "foo", "bar" };
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[Export] private Vector2[] _fieldVector2Array = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
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[Export] private Vector3[] _fieldVector3Array = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right };
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[Export] private Color[] _fieldColorArray = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige };
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[Export] private GodotObject[] _fieldGodotObjectOrDerivedArray = { null };
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[Export] private StringName[] _fieldStringNameArray = { "foo", "bar" };
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[Export] private NodePath[] _fieldNodePathArray = { "foo", "bar" };
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[Export] private Rid[] _fieldRidArray = { default, default, default };
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// Note we use Array and not System.Array. This tests the generated namespace qualification.
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[Export] private Int32[] _fieldEmptyInt32Array = Array.Empty<Int32>();
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// Note we use List and not System.Collections.Generic.
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[Export] private int[] _fieldArrayFromList = new List<int>(Array.Empty<int>()).ToArray();
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// Variant
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[Export] private Variant _fieldVariant = "foo";
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// Classes
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[Export] private GodotObject _fieldGodotObjectOrDerived;
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[Export] private Godot.Texture _fieldGodotResourceTexture;
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[Export] private StringName _fieldStringName = new StringName("foo");
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[Export] private NodePath _fieldNodePath = new NodePath("foo");
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[Export] private Rid _fieldRid;
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[Export]
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private Godot.Collections.Dictionary _fieldGodotDictionary =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export]
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private Godot.Collections.Array _fieldGodotArray =
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new() { "foo", 10, Vector2.Up, Colors.Chocolate };
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[Export]
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private Godot.Collections.Dictionary<string, bool> _fieldGodotGenericDictionary =
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new() { { "foo", true }, { "bar", false } };
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[Export]
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private Godot.Collections.Array<int> _fieldGodotGenericArray =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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