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Implement [ExportToolButton]

This commit is contained in:
Paul Joannon
2024-10-06 18:24:46 +02:00
parent db66bd35af
commit 4f52c2bb1f
18 changed files with 406 additions and 3 deletions

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using Godot;
using Godot.NativeInterop;
partial class ExportDiagnostics_GD0108
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
/// <summary>
/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
/// </summary>
public new class PropertyName : global::Godot.Node.PropertyName {
/// <summary>
/// Cached name for the 'MyButton' field.
/// </summary>
public new static readonly global::Godot.StringName @MyButton = "MyButton";
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
{
if (name == PropertyName.@MyButton) {
this.@MyButton = global::Godot.NativeInterop.VariantUtils.ConvertTo<global::Godot.Callable>(value);
return true;
}
return base.SetGodotClassPropertyValue(name, value);
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
{
if (name == PropertyName.@MyButton) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton);
return true;
}
return base.GetGodotClassPropertyValue(name, out value);
}
/// <summary>
/// Get the property information for all the properties declared in this class.
/// This method is used by Godot to register the available properties in the editor.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
{
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
return properties;
}
#pragma warning restore CS0109
}

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using Godot;
using Godot.NativeInterop;
partial class ExportDiagnostics_GD0109
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
/// <summary>
/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
/// </summary>
public new class PropertyName : global::Godot.Node.PropertyName {
/// <summary>
/// Cached name for the 'MyButton' field.
/// </summary>
public new static readonly global::Godot.StringName @MyButton = "MyButton";
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
{
if (name == PropertyName.@MyButton) {
this.@MyButton = global::Godot.NativeInterop.VariantUtils.ConvertTo<global::Godot.Callable>(value);
return true;
}
return base.SetGodotClassPropertyValue(name, value);
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
{
if (name == PropertyName.@MyButton) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton);
return true;
}
return base.GetGodotClassPropertyValue(name, out value);
}
/// <summary>
/// Get the property information for all the properties declared in this class.
/// This method is used by Godot to register the available properties in the editor.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
{
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
return properties;
}
#pragma warning restore CS0109
}

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using Godot;
using Godot.NativeInterop;
partial class ExportDiagnostics_GD0110
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
/// <summary>
/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
/// </summary>
public new class PropertyName : global::Godot.Node.PropertyName {
/// <summary>
/// Cached name for the 'MyButton' field.
/// </summary>
public new static readonly global::Godot.StringName @MyButton = "MyButton";
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
{
if (name == PropertyName.@MyButton) {
this.@MyButton = global::Godot.NativeInterop.VariantUtils.ConvertTo<string>(value);
return true;
}
return base.SetGodotClassPropertyValue(name, value);
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
{
if (name == PropertyName.@MyButton) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<string>(this.@MyButton);
return true;
}
return base.GetGodotClassPropertyValue(name, out value);
}
/// <summary>
/// Get the property information for all the properties declared in this class.
/// This method is used by Godot to register the available properties in the editor.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
{
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
return properties;
}
#pragma warning restore CS0109
}

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using Godot;
using Godot.NativeInterop;
partial class ExportedToolButtons
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
/// <summary>
/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
/// </summary>
public new class PropertyName : global::Godot.GodotObject.PropertyName {
/// <summary>
/// Cached name for the 'MyButton1' property.
/// </summary>
public new static readonly global::Godot.StringName @MyButton1 = "MyButton1";
/// <summary>
/// Cached name for the 'MyButton2' property.
/// </summary>
public new static readonly global::Godot.StringName @MyButton2 = "MyButton2";
}
/// <inheritdoc/>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
{
if (name == PropertyName.@MyButton1) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton1);
return true;
}
if (name == PropertyName.@MyButton2) {
value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton2);
return true;
}
return base.GetGodotClassPropertyValue(name, out value);
}
/// <summary>
/// Get the property information for all the properties declared in this class.
/// This method is used by Godot to register the available properties in the editor.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
{
var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
properties.Add(new(type: (global::Godot.Variant.Type)25, name: PropertyName.@MyButton1, hint: (global::Godot.PropertyHint)39, hintString: "Click me!", usage: (global::Godot.PropertyUsageFlags)4, exported: true));
properties.Add(new(type: (global::Godot.Variant.Type)25, name: PropertyName.@MyButton2, hint: (global::Godot.PropertyHint)39, hintString: "Click me!,ColorRect", usage: (global::Godot.PropertyUsageFlags)4, exported: true));
return properties;
}
#pragma warning restore CS0109
}