Port code examples to C# (D)

Includes:
 * Decal
 * Dictionary
 * Directory
 * DisplayServer
 * DTLSServer
 * DynamicFont
 * EditorImportPlugin
 * EditorPlugin
 * EditorScenePostImport
 * EditorScript
 * EditorSettings
 * EditorTranslationParserPlugin
 * Engine
 * Expression

Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
This commit is contained in:
HaSa1002 2020-09-13 14:45:36 +02:00
parent 88a3db5bff
commit 8fb113bb4c
14 changed files with 645 additions and 114 deletions

View file

@ -9,7 +9,8 @@
Erasing elements while iterating over them [b]is not supported[/b] and will result in undefined behavior.
[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a dictionary which can be modified independently of the original dictionary, use [method duplicate].
Creating a dictionary:
[codeblock]
[codeblocks]
[gdscript]
var my_dir = {} # Creates an empty dictionary.
var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
var another_dir = {
@ -17,28 +18,74 @@
key2: value2,
key3: value3,
}
[/codeblock]
[/gdscript]
[csharp]
var myDir = new Godot.Collections.Dictionary(); // Creates an empty dictionary.
var pointsDir = new Godot.Collections.Dictionary
{
{"White", 50},
{"Yellow", 75},
{"Orange", 100}
};
[/csharp]
[/codeblocks]
You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dir["White"][/code] will return [code]50[/code]. You can also write [code]points_dir.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
[codeblock]
export(String, "White", "Yellow", "Orange") var my_color
[codeblocks]
[gdscript]
export(string, "White", "Yellow", "Orange") var my_color
var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
func _ready():
# We can't use dot syntax here as `my_color` is a variable.
var points = points_dir[my_color]
[/codeblock]
[/gdscript]
[csharp]
[Export(PropertyHint.Enum, "White,Yellow,Orange")]
public string MyColor { get; set; }
public Godot.Collections.Dictionary pointsDir = new Godot.Collections.Dictionary
{
{"White", 50},
{"Yellow", 75},
{"Orange", 100}
};
public override void _Ready()
{
int points = (int)pointsDir[MyColor];
}
[/csharp]
[/codeblocks]
In the above code, [code]points[/code] will be assigned the value that is paired with the appropriate color selected in [code]my_color[/code].
Dictionaries can contain more complex data:
[codeblock]
[codeblocks]
[gdscript]
my_dir = {"First Array": [1, 2, 3, 4]} # Assigns an Array to a String key.
[/codeblock]
[/gdscript]
[csharp]
var myDir = new Godot.Collections.Dictionary
{
{"First Array", new Godot.Collections.Array{1, 2, 3, 4}}
};
[/csharp]
[/codeblocks]
To add a key to an existing dictionary, access it like an existing key and assign to it:
[codeblock]
[codeblocks]
[gdscript]
var points_dir = {"White": 50, "Yellow": 75, "Orange": 100}
points_dir["Blue"] = 150 # Add "Blue" as a key and assign 150 as its value.
[/codeblock]
[/gdscript]
[csharp]
var pointsDir = new Godot.Collections.Dictionary
{
{"White", 50},
{"Yellow", 75},
{"Orange", 100}
};
pointsDir["blue"] = 150; // Add "Blue" as a key and assign 150 as its value.
[/csharp]
[/codeblocks]
Finally, dictionaries can contain different types of keys and values in the same dictionary:
[codeblock]
[codeblocks]
[gdscript]
# This is a valid dictionary.
# To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`.
# Indexing styles can be mixed and matched depending on your needs.
@ -48,29 +95,75 @@
7: "Hello",
"sub_dir": {"sub_key": "Nested value"},
}
[/codeblock]
[/gdscript]
[csharp]
// This is a valid dictionary.
// To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`.
// Indexing styles can be mixed and matched depending on your needs.
var myDir = new Godot.Collections.Dictionary {
{"String Key", 5},
{4, new Godot.Collections.Array{1,2,3}},
{7, "Hello"},
{"sub_dir", new Godot.Collections.Dictionary{{"sub_key", "Nested value"}}}
};
[/csharp]
[/codeblocks]
[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:
[codeblock]
array1 = [1, 2, 3]
array2 = [1, 2, 3]
[codeblocks]
[gdscript]
var array1 = [1, 2, 3]
var array2 = [1, 2, 3]
func compare_arrays():
print(array1 == array2) # Will print true.
dir1 = {"a": 1, "b": 2, "c": 3}
dir2 = {"a": 1, "b": 2, "c": 3}
var dir1 = {"a": 1, "b": 2, "c": 3}
var dir2 = {"a": 1, "b": 2, "c": 3}
func compare_dictionaries():
print(dir1 == dir2) # Will NOT print true.
[/codeblock]
[/gdscript]
[csharp]
// You have to use GD.Hash().
public Godot.Collections.Array array1 = new Godot.Collections.Array{1, 2, 3};
public Godot.Collections.Array array2 = new Godot.Collections.Array{1, 2, 3};
public void CompareArrays()
{
GD.Print(array1 == array2); // Will print FALSE!!
GD.Print(GD.Hash(array1) == GD.Hash(array2)); // Will print true.
}
public Godot.Collections.Dictionary dir1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
public Godot.Collections.Dictionary dir2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
public void CompareDictionaries()
{
GD.Print(dir1 == dir2); // Will NOT print true.
}
[/csharp]
[/codeblocks]
You need to first calculate the dictionary's hash with [method hash] before you can compare them:
[codeblock]
dir1 = {"a": 1, "b": 2, "c": 3}
dir2 = {"a": 1, "b": 2, "c": 3}
[codeblocks]
[gdscript]
var dir1 = {"a": 1, "b": 2, "c": 3}
var dir2 = {"a": 1, "b": 2, "c": 3}
func compare_dictionaries():
print(dir1.hash() == dir2.hash()) # Will print true.
[/codeblock]
[/gdscript]
[csharp]
// You have to use GD.Hash().
public Godot.Collections.Dictionary dir1 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
public Godot.Collections.Dictionary dir2 = new Godot.Collections.Dictionary{{"a", 1}, {"b", 2}, {"c", 3}};
public void CompareDictionaries()
{
GD.Print(GD.Hash(dir1) == GD.Hash(dir2)); // Will print true.
}
[/csharp]
[/codeblocks]
</description>
<tutorials>
<link title="GDScript basics: Dictionary">https://docs.godotengine.org/en/latest/getting_started/scripting/gdscript/gdscript_basics.html#dictionary</link>
@ -129,11 +222,20 @@
<description>
Returns [code]true[/code] if the dictionary has a given key.
[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as follows:
[codeblock]
[codeblocks]
[gdscript]
# Will evaluate to `true`.
if "godot" in {"godot": "engine"}:
pass
[/codeblock]
[/gdscript]
[csharp]
// You have to use Contains() here as an alternative to GDScript's `in` operator.
if (new Godot.Collections.Dictionary{{"godot", "engine"}}.Contains("godot"))
{
// I am executed.
}
[/csharp]
[/codeblocks]
This method (like the [code]in[/code] operator) will evaluate to [code]true[/code] as long as the key exists, even if the associated value is [code]null[/code].
</description>
</method>
@ -151,12 +253,21 @@
</return>
<description>
Returns a hashed integer value representing the dictionary contents. This can be used to compare dictionaries by value:
[codeblock]
[codeblocks]
[gdscript]
var dict1 = {0: 10}
var dict2 = {0: 10}
# The line below prints `true`, whereas it would have printed `false` if both variables were compared directly.
print(dict1.hash() == dict2.hash())
[/codeblock]
[/gdscript]
[csharp]
var dict1 = new Godot.Collections.Dictionary{{0, 10}};
var dict2 = new Godot.Collections.Dictionary{{0, 10}};
// The line below prints `true`, whereas it would have printed `false` if both variables were compared directly.
// Dictionary has no Hash() method. Use GD.Hash() instead.
GD.Print(GD.Hash(dict1) == GD.Hash(dict2));
[/csharp]
[/codeblocks]
[b]Note:[/b] Dictionaries with the same keys/values but in a different order will have a different hash.
</description>
</method>