virtualx-engine/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs
Ignacio Roldán Etcheverry 0c30c678f0 C#: Re-introduce generic Godot Array and Dictionary
This new version does not support the following type arguments:

- Generic types
- Array of Godot Object (Godot.Object[]) or derived types

The new implementation uses delegate pointers to call the Variant
conversion methods. We do type checking only once in the static
constructor to get the conversion delegates.
Now, we no longer need to do type checking every time, and we no
longer have to box value types.
This is the best implementation I could come up with, as C# generics
don't support anything similar to C++ template specializations.
2022-08-22 03:36:52 +02:00

109 lines
6.1 KiB
C#

using System;
using System.Diagnostics.CodeAnalysis;
#pragma warning disable CS0169
#pragma warning disable CS0414
namespace Godot.SourceGenerators.Sample
{
[SuppressMessage("ReSharper", "BuiltInTypeReferenceStyle")]
[SuppressMessage("ReSharper", "RedundantNameQualifier")]
[SuppressMessage("ReSharper", "ArrangeObjectCreationWhenTypeEvident")]
[SuppressMessage("ReSharper", "InconsistentNaming")]
public partial class ExportedProperties : Godot.Object
{
[Export] private Boolean property_Boolean { get; set; } = true;
[Export] private Char property_Char { get; set; } = 'f';
[Export] private SByte property_SByte { get; set; } = 10;
[Export] private Int16 property_Int16 { get; set; } = 10;
[Export] private Int32 property_Int32 { get; set; } = 10;
[Export] private Int64 property_Int64 { get; set; } = 10;
[Export] private Byte property_Byte { get; set; } = 10;
[Export] private UInt16 property_UInt16 { get; set; } = 10;
[Export] private UInt32 property_UInt32 { get; set; } = 10;
[Export] private UInt64 property_UInt64 { get; set; } = 10;
[Export] private Single property_Single { get; set; } = 10;
[Export] private Double property_Double { get; set; } = 10;
[Export] private String property_String { get; set; } = "foo";
// Godot structs
[Export] private Vector2 property_Vector2 { get; set; } = new(10f, 10f);
[Export] private Vector2i property_Vector2i { get; set; } = Vector2i.Up;
[Export] private Rect2 property_Rect2 { get; set; } = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
[Export] private Rect2i property_Rect2i { get; set; } = new(new Vector2i(10, 10), new Vector2i(10, 10));
[Export] private Transform2D property_Transform2D { get; set; } = Transform2D.Identity;
[Export] private Vector3 property_Vector3 { get; set; } = new(10f, 10f, 10f);
[Export] private Vector3i property_Vector3i { get; set; } = Vector3i.Back;
[Export] private Basis property_Basis { get; set; } = new Basis(Quaternion.Identity);
[Export] private Quaternion property_Quaternion { get; set; } = new Quaternion(Basis.Identity);
[Export] private Transform3D property_Transform3D { get; set; } = Transform3D.Identity;
[Export] private Vector4 property_Vector4 { get; set; } = new(10f, 10f, 10f, 10f);
[Export] private Vector4i property_Vector4i { get; set; } = Vector4i.One;
[Export] private Projection property_Projection { get; set; } = Projection.Identity;
[Export] private AABB property_AABB { get; set; } = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
[Export] private Color property_Color { get; set; } = Colors.Aquamarine;
[Export] private Plane property_Plane { get; set; } = Plane.PlaneXZ;
[Export] private Callable property_Callable { get; set; } = new Callable(Engine.GetMainLoop(), "_process");
[Export] private SignalInfo property_SignalInfo { get; set; } = new SignalInfo(Engine.GetMainLoop(), "property_list_changed");
// Enums
[SuppressMessage("ReSharper", "UnusedMember.Local")]
enum MyEnum
{
A,
B,
C
}
[Export] private MyEnum property_Enum { get; set; } = MyEnum.C;
[Flags]
[SuppressMessage("ReSharper", "UnusedMember.Local")]
enum MyFlagsEnum
{
A,
B,
C
}
[Export] private MyFlagsEnum property_FlagsEnum { get; set; } = MyFlagsEnum.C;
// Arrays
[Export] private Byte[] property_ByteArray { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
[Export] private Int32[] property_Int32Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
[Export] private Int64[] property_Int64Array { get; set; } = { 0, 1, 2, 3, 4, 5, 6 };
[Export] private Single[] property_SingleArray { get; set; } = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
[Export] private Double[] property_DoubleArray { get; set; } = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
[Export] private String[] property_StringArray { get; set; } = { "foo", "bar" };
[Export(PropertyHint.Enum, "A,B,C")] private String[] property_StringArrayEnum { get; set; } = { "foo", "bar" };
[Export] private Vector2[] property_Vector2Array { get; set; } = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
[Export] private Vector3[] property_Vector3Array { get; set; } = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right };
[Export] private Color[] property_ColorArray { get; set; } = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige };
[Export] private Godot.Object[] property_GodotObjectOrDerivedArray { get; set; } = { null };
[Export] private StringName[] field_StringNameArray { get; set; } = { "foo", "bar" };
[Export] private NodePath[] field_NodePathArray { get; set; } = { "foo", "bar" };
[Export] private RID[] field_RIDArray { get; set; } = { default, default, default };
// Variant
[Export] private Variant property_Variant { get; set; } = "foo";
// Classes
[Export] private Godot.Object property_GodotObjectOrDerived { get; set; }
[Export] private Godot.Texture property_GodotResourceTexture { get; set; }
[Export] private StringName property_StringName { get; set; } = new StringName("foo");
[Export] private NodePath property_NodePath { get; set; } = new NodePath("foo");
[Export] private RID property_RID { get; set; }
[Export] private Godot.Collections.Dictionary property_GodotDictionary { get; set; } =
new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
[Export] private Godot.Collections.Array property_GodotArray { get; set; } =
new() { "foo", 10, Vector2.Up, Colors.Chocolate };
[Export] private Godot.Collections.Dictionary<string, bool> property_GodotGenericDictionary { get; set; } =
new() { { "foo", true }, { "bar", false } };
[Export] private Godot.Collections.Array<int> property_GodotGenericArray { get; set; } =
new() { 0, 1, 2, 3, 4, 5, 6 };
}
}