6ab93bd919
This avoids issues when the default values rely on using namespaces.
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 : Godot.Object
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{
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[Export] private Boolean field_Boolean = true;
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[Export] private Char field_Char = 'f';
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[Export] private SByte field_SByte = 10;
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[Export] private Int16 field_Int16 = 10;
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[Export] private Int32 field_Int32 = 10;
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[Export] private Int64 field_Int64 = 10;
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[Export] private Byte field_Byte = 10;
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[Export] private UInt16 field_UInt16 = 10;
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[Export] private UInt32 field_UInt32 = 10;
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[Export] private UInt64 field_UInt64 = 10;
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[Export] private Single field_Single = 10;
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[Export] private Double field_Double = 10;
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[Export] private String field_String = "foo";
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// Godot structs
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[Export] private Vector2 field_Vector2 = new(10f, 10f);
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[Export] private Vector2i field_Vector2i = Vector2i.Up;
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[Export] private Rect2 field_Rect2 = new(new Vector2(10f, 10f), new Vector2(10f, 10f));
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[Export] private Rect2i field_Rect2i = new(new Vector2i(10, 10), new Vector2i(10, 10));
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[Export] private Transform2D field_Transform2D = Transform2D.Identity;
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[Export] private Vector3 field_Vector3 = new(10f, 10f, 10f);
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[Export] private Vector3i field_Vector3i = Vector3i.Back;
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[Export] private Basis field_Basis = new Basis(Quaternion.Identity);
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[Export] private Quaternion field_Quaternion = new Quaternion(Basis.Identity);
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[Export] private Transform3D field_Transform3D = Transform3D.Identity;
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[Export] private Vector4 field_Vector4 = new(10f, 10f, 10f, 10f);
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[Export] private Vector4i field_Vector4i = Vector4i.One;
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[Export] private Projection field_Projection = Projection.Identity;
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[Export] private AABB field_AABB = new AABB(10f, 10f, 10f, new Vector3(1f, 1f, 1f));
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[Export] private Color field_Color = Colors.Aquamarine;
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[Export] private Plane field_Plane = Plane.PlaneXZ;
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[Export] private Callable field_Callable = new Callable(Engine.GetMainLoop(), "_process");
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[Export] private SignalInfo field_SignalInfo = new SignalInfo(Engine.GetMainLoop(), "property_list_changed");
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// Enums
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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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 field_Enum = MyEnum.C;
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[Flags]
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[SuppressMessage("ReSharper", "UnusedMember.Local")]
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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 field_FlagsEnum = MyFlagsEnum.C;
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// Arrays
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[Export] private Byte[] field_ByteArray = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int32[] field_Int32Array = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Int64[] field_Int64Array = { 0, 1, 2, 3, 4, 5, 6 };
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[Export] private Single[] field_SingleArray = { 0f, 1f, 2f, 3f, 4f, 5f, 6f };
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[Export] private Double[] field_DoubleArray = { 0d, 1d, 2d, 3d, 4d, 5d, 6d };
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[Export] private String[] field_StringArray = { "foo", "bar" };
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[Export(PropertyHint.Enum, "A,B,C")] private String[] field_StringArrayEnum = { "foo", "bar" };
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[Export] private Vector2[] field_Vector2Array = { Vector2.Up, Vector2.Down, Vector2.Left, Vector2.Right };
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[Export] private Vector3[] field_Vector3Array = { Vector3.Up, Vector3.Down, Vector3.Left, Vector3.Right };
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[Export] private Color[] field_ColorArray = { Colors.Aqua, Colors.Aquamarine, Colors.Azure, Colors.Beige };
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[Export] private Godot.Object[] field_GodotObjectOrDerivedArray = { null };
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[Export] private StringName[] field_StringNameArray = { "foo", "bar" };
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[Export] private NodePath[] field_NodePathArray = { "foo", "bar" };
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[Export] private RID[] field_RIDArray = { 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[] field_empty_Int32Array = Array.Empty<Int32>();
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// Note we use List and not System.Collections.Generic.
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[Export] private int[] field_array_from_list = new List<int>(Array.Empty<int>()).ToArray();
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// Variant
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[Export] private Variant field_Variant = "foo";
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// Classes
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[Export] private Godot.Object field_GodotObjectOrDerived;
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[Export] private Godot.Texture field_GodotResourceTexture;
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[Export] private StringName field_StringName = new StringName("foo");
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[Export] private NodePath field_NodePath = new NodePath("foo");
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[Export] private RID field_RID;
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[Export]
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private Godot.Collections.Dictionary field_GodotDictionary =
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new() { { "foo", 10 }, { Vector2.Up, Colors.Chocolate } };
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[Export]
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private Godot.Collections.Array field_GodotArray =
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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> field_GodotGenericDictionary =
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new() { { "foo", true }, { "bar", false } };
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[Export]
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private Godot.Collections.Array<int> field_GodotGenericArray =
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new() { 0, 1, 2, 3, 4, 5, 6 };
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}
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}
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