summaryrefslogtreecommitdiffstats
path: root/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Sample/ExportedProperties.cs
blob: 4a0e8075f073d1cf780e30b552512a7b24df35af (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
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 };
    }
}