C#: Support type hints for exported Arrays

Added the code for Dictionary as well, but it's not yet supported by the Godot inspector.
This commit is contained in:
Ignacio Etcheverry 2019-03-05 21:39:50 +01:00
parent 187e6ae26d
commit 480d4c6fba
11 changed files with 208 additions and 37 deletions

View file

@ -2166,7 +2166,8 @@ bool CSharpScript::_get_member_export(GDMonoClass *p_class, IMonoClassMember *p_
CRASH_NOW();
}
Variant::Type variant_type = GDMonoMarshal::managed_to_variant_type(type);
GDMonoMarshal::ExportInfo export_info;
Variant::Type variant_type = GDMonoMarshal::managed_to_variant_type(type, &export_info);
if (!p_member->has_attribute(CACHED_CLASS(ExportAttribute))) {
r_prop_info = PropertyInfo(variant_type, name.operator String(), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_SCRIPT_VARIABLE);
@ -2191,6 +2192,7 @@ bool CSharpScript::_get_member_export(GDMonoClass *p_class, IMonoClassMember *p_
ERR_PRINTS("Unknown type of exported member: " + p_class->get_full_name() + "." + name.operator String());
return false;
} else if (variant_type == Variant::INT && type.type_encoding == MONO_TYPE_VALUETYPE && mono_class_is_enum(type.type_class->get_mono_ptr())) {
// TODO: Move to ExportInfo?
variant_type = Variant::INT;
hint = PROPERTY_HINT_ENUM;
@ -2257,6 +2259,11 @@ bool CSharpScript::_get_member_export(GDMonoClass *p_class, IMonoClassMember *p_
hint = PROPERTY_HINT_RESOURCE_TYPE;
hint_string = NATIVE_GDMONOCLASS_NAME(field_native_class);
} else if (variant_type == Variant::ARRAY && export_info.array.element_type != Variant::NIL) {
hint = PROPERTY_HINT_TYPE_STRING;
hint_string = itos(export_info.array.element_type) + ":";
} else if (variant_type == Variant::DICTIONARY && export_info.dictionary.key_type != Variant::NIL && export_info.dictionary.value_type != Variant::NIL) {
// TODO: There is no hint for this yet
} else {
hint = PropertyHint(CACHED_FIELD(ExportAttribute, hint)->get_int_value(attr));
hint_string = CACHED_FIELD(ExportAttribute, hintString)->get_string_value(attr);