C#: Add compat overloads

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Raul Santos 2023-06-08 21:18:49 +02:00
parent 217a20a8a0
commit bd65ae633d
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4 changed files with 155 additions and 0 deletions

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// This file contains methods that existed in a previous version of Godot in ClassDB but were removed
// or their method signature has changed so they are no longer generated by bindings_generator.
// These methods are provided to avoid breaking binary compatibility.
using System;
using System.ComponentModel;
namespace Godot;
partial class AnimationNode
{
/// <inheritdoc cref="BlendInput(int, double, bool, bool, float, FilterAction, bool, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public double BlendInput(int inputIndex, double time, bool seek, bool isExternalSeeking, float blend, FilterAction filter, bool sync)
{
return BlendInput(inputIndex, time, seek, isExternalSeeking, blend, filter, sync, testOnly: false);
}
/// <inheritdoc cref="BlendNode(StringName, AnimationNode, double, bool, bool, float, FilterAction, bool, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public double BlendNode(StringName name, AnimationNode node, double time, bool seek, bool isExternalSeeking, float blend, FilterAction filter, bool sync)
{
return BlendNode(name, node, time, seek, isExternalSeeking, blend, filter, sync, testOnly: false);
}
}
partial class CodeEdit
{
/// <inheritdoc cref="AddCodeCompletionOption(CodeCompletionKind, string, string, Nullable{Color}, Resource, Nullable{Variant})"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void AddCodeCompletionOption(CodeCompletionKind type, string displayText, string insertText, Nullable<Color> textColor, Resource icon, Nullable<Variant> value)
{
AddCodeCompletionOption(type, displayText, insertText, textColor, icon, value, location: 1024);
}
}
partial class Geometry3D
{
/// <inheritdoc cref="SegmentIntersectsConvex(Vector3, Vector3, Collections.Array{Plane})"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public static Vector3[] SegmentIntersectsConvex(Vector3 from, Vector3 to, Godot.Collections.Array planes)
{
return SegmentIntersectsConvex(from, to, new Godot.Collections.Array<Plane>(planes));
}
}
partial class MeshInstance3D
{
/// <inheritdoc cref="CreateMultipleConvexCollisions(MeshConvexDecompositionSettings)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void CreateMultipleConvexCollisions()
{
CreateMultipleConvexCollisions(settings: null);
}
}
partial class Node3D
{
/// <inheritdoc cref="LookAt(Vector3, Nullable{Vector3}, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void LookAt(Vector3 target, Nullable<Vector3> up)
{
LookAt(target, up, useModelFront: false);
}
/// <inheritdoc cref="LookAtFromPosition(Vector3, Vector3, Nullable{Vector3}, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void LookAtFromPosition(Vector3 position, Vector3 target, Nullable<Vector3> up)
{
LookAtFromPosition(position, target, up, useModelFront: false);
}
}
partial class RenderingDevice
{
/// <inheritdoc cref="DrawListBegin(Rid, InitialAction, FinalAction, InitialAction, FinalAction, Color[], float, uint, Nullable{Rect2}, Godot.Collections.Array{Rid})"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public long DrawListBegin(Rid framebuffer, InitialAction initialColorAction, FinalAction finalColorAction, InitialAction initialDepthAction, FinalAction finalDepthAction, Color[] clearColorValues, float clearDepth, uint clearStencil, Nullable<Rect2> region, Godot.Collections.Array storageTextures)
{
return DrawListBegin(framebuffer, initialColorAction, finalColorAction, initialDepthAction, finalDepthAction, clearColorValues, clearDepth, clearStencil, region, new Godot.Collections.Array<Rid>(storageTextures));
}
}
partial class RichTextLabel
{
/// <inheritdoc cref="PushList(int, ListType, bool, string)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void PushList(int level, ListType type, bool capitalize)
{
PushList(level, type, capitalize, bullet: "•");
}
/// <inheritdoc cref="PushParagraph(HorizontalAlignment, TextDirection, string, TextServer.StructuredTextParser, TextServer.JustificationFlag, float[])"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void PushParagraph(HorizontalAlignment alignment, TextDirection baseDirection, string language, TextServer.StructuredTextParser stParser)
{
PushParagraph(alignment, baseDirection, language, stParser, TextServer.JustificationFlag.WordBound | TextServer.JustificationFlag.Kashida | TextServer.JustificationFlag.SkipLastLine | TextServer.JustificationFlag.DoNotSkipSingleLine);
}
}
partial class SurfaceTool
{
/// <inheritdoc cref="AddTriangleFan(Vector3[], Vector2[], Color[], Vector2[], Vector3[], Godot.Collections.Array{Plane})"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void AddTriangleFan(Vector3[] vertices, Vector2[] uvs, Color[] colors, Vector2[] uv2S, Vector3[] normals, Godot.Collections.Array tangents)
{
AddTriangleFan(vertices, uvs, colors, uv2S, normals, new Godot.Collections.Array<Plane>(tangents));
}
}
partial class Tree
{
/// <inheritdoc cref="EditSelected(bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public bool EditSelected()
{
return EditSelected(forceEdit: false);
}
}
partial class UndoRedo
{
/// <inheritdoc cref="CreateAction(string, MergeMode, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void CreateAction(string name, MergeMode mergeMode)
{
CreateAction(name, mergeMode, backwardUndoOps: false);
}
}

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<Compile Include="GlobalUsings.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<!-- Compat Sources -->
<ItemGroup>
<Compile Include="Compat.cs" />
</ItemGroup>
<!--
We import a props file with auto-generated includes. This works well with Rider.
However, Visual Studio and MonoDevelop won't list them in the solution explorer.

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// This file contains methods that existed in a previous version of Godot in ClassDB but were removed
// or their method signature has changed so they are no longer generated by bindings_generator.
// These methods are provided to avoid breaking binary compatibility.
using System;
using System.ComponentModel;
namespace Godot;
partial class EditorUndoRedoManager
{
/// <inheritdoc cref="CreateAction(string, UndoRedo.MergeMode, GodotObject, bool)"/>
[EditorBrowsable(EditorBrowsableState.Never)]
public void CreateAction(string name, UndoRedo.MergeMode mergeMode, GodotObject customContext)
{
CreateAction(name, mergeMode, customContext, backwardUndoOps: false);
}
}

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<Private>false</Private>
</ProjectReference>
</ItemGroup>
<!-- Compat Sources -->
<ItemGroup>
<Compile Include="Compat.cs" />
</ItemGroup>
<!--
We import a props file with auto-generated includes. This works well with Rider.
However, Visual Studio and MonoDevelop won't list them in the solution explorer.