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Implement [ExportToolButton]
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@@ -0,0 +1,48 @@
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using Godot;
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using Godot.NativeInterop;
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partial class ExportDiagnostics_GD0108
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{
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#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
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/// <summary>
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/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
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/// </summary>
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public new class PropertyName : global::Godot.Node.PropertyName {
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/// <summary>
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/// Cached name for the 'MyButton' field.
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/// </summary>
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public new static readonly global::Godot.StringName @MyButton = "MyButton";
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
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{
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if (name == PropertyName.@MyButton) {
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this.@MyButton = global::Godot.NativeInterop.VariantUtils.ConvertTo<global::Godot.Callable>(value);
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return true;
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}
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return base.SetGodotClassPropertyValue(name, value);
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
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{
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if (name == PropertyName.@MyButton) {
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value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton);
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return true;
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}
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return base.GetGodotClassPropertyValue(name, out value);
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}
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/// <summary>
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/// Get the property information for all the properties declared in this class.
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/// This method is used by Godot to register the available properties in the editor.
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/// Do not call this method.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
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{
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var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
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return properties;
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}
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#pragma warning restore CS0109
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}
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@@ -0,0 +1,48 @@
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using Godot;
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using Godot.NativeInterop;
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partial class ExportDiagnostics_GD0109
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{
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#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
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/// <summary>
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/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
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/// </summary>
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public new class PropertyName : global::Godot.Node.PropertyName {
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/// <summary>
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/// Cached name for the 'MyButton' field.
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/// </summary>
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public new static readonly global::Godot.StringName @MyButton = "MyButton";
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
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{
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if (name == PropertyName.@MyButton) {
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this.@MyButton = global::Godot.NativeInterop.VariantUtils.ConvertTo<global::Godot.Callable>(value);
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return true;
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}
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return base.SetGodotClassPropertyValue(name, value);
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
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{
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if (name == PropertyName.@MyButton) {
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value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton);
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return true;
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}
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return base.GetGodotClassPropertyValue(name, out value);
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}
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/// <summary>
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/// Get the property information for all the properties declared in this class.
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/// This method is used by Godot to register the available properties in the editor.
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/// Do not call this method.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
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{
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var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
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return properties;
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}
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#pragma warning restore CS0109
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}
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@@ -0,0 +1,48 @@
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using Godot;
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using Godot.NativeInterop;
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partial class ExportDiagnostics_GD0110
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{
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#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
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/// <summary>
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/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
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/// </summary>
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public new class PropertyName : global::Godot.Node.PropertyName {
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/// <summary>
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/// Cached name for the 'MyButton' field.
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/// </summary>
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public new static readonly global::Godot.StringName @MyButton = "MyButton";
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool SetGodotClassPropertyValue(in godot_string_name name, in godot_variant value)
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{
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if (name == PropertyName.@MyButton) {
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this.@MyButton = global::Godot.NativeInterop.VariantUtils.ConvertTo<string>(value);
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return true;
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}
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return base.SetGodotClassPropertyValue(name, value);
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
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{
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if (name == PropertyName.@MyButton) {
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value = global::Godot.NativeInterop.VariantUtils.CreateFrom<string>(this.@MyButton);
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return true;
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}
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return base.GetGodotClassPropertyValue(name, out value);
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}
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/// <summary>
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/// Get the property information for all the properties declared in this class.
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/// This method is used by Godot to register the available properties in the editor.
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/// Do not call this method.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
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{
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var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
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return properties;
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}
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#pragma warning restore CS0109
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}
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@@ -0,0 +1,48 @@
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using Godot;
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using Godot.NativeInterop;
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partial class ExportedToolButtons
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{
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#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
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/// <summary>
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/// Cached StringNames for the properties and fields contained in this class, for fast lookup.
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/// </summary>
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public new class PropertyName : global::Godot.GodotObject.PropertyName {
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/// <summary>
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/// Cached name for the 'MyButton1' property.
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/// </summary>
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public new static readonly global::Godot.StringName @MyButton1 = "MyButton1";
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/// <summary>
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/// Cached name for the 'MyButton2' property.
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/// </summary>
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public new static readonly global::Godot.StringName @MyButton2 = "MyButton2";
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}
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/// <inheritdoc/>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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protected override bool GetGodotClassPropertyValue(in godot_string_name name, out godot_variant value)
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{
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if (name == PropertyName.@MyButton1) {
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value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton1);
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return true;
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}
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if (name == PropertyName.@MyButton2) {
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value = global::Godot.NativeInterop.VariantUtils.CreateFrom<global::Godot.Callable>(this.@MyButton2);
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return true;
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}
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return base.GetGodotClassPropertyValue(name, out value);
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}
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/// <summary>
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/// Get the property information for all the properties declared in this class.
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/// This method is used by Godot to register the available properties in the editor.
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/// Do not call this method.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
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internal new static global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo> GetGodotPropertyList()
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{
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var properties = new global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>();
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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));
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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));
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return properties;
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}
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#pragma warning restore CS0109
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}
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