feat: modules moved and engine moved to submodule
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dfb5e645cd
commit
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5136 changed files with 225275 additions and 64485 deletions
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using Xunit;
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namespace Godot.SourceGenerators.Tests;
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public class NestedInGenericTest
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{
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[Fact]
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public async void GenerateScriptMethodsTest()
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{
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await CSharpSourceGeneratorVerifier<ScriptMethodsGenerator>.Verify(
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"NestedInGeneric.cs",
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"GenericClass(Of T).NestedClass_ScriptMethods.generated.cs"
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);
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}
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}
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@ -22,6 +22,13 @@ public class ScriptPropertyDefValGeneratorTests
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);
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}
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[Fact]
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public async void ExportedProperties2()
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{
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await CSharpSourceGeneratorVerifier<ScriptPropertyDefValGenerator>.Verify(
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"ExportedProperties2.cs", "ExportedProperties2_ScriptPropertyDefVal.generated.cs");
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}
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[Fact]
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public async void ExportedComplexStrings()
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{
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partial class ExportedProperties2
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{
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#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
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#if TOOLS
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/// <summary>
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/// Get the default values for all properties declared in this class.
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/// This method is used by Godot to determine the value that will be
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/// used by the inspector when resetting properties.
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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.Dictionary<global::Godot.StringName, global::Godot.Variant> GetGodotPropertyDefaultValues()
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{
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var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(3);
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int __Health_default_value = default;
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values.Add(PropertyName.@Health, global::Godot.Variant.From<int>(__Health_default_value));
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global::Godot.Resource __SubResource_default_value = default;
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values.Add(PropertyName.@SubResource, global::Godot.Variant.From<global::Godot.Resource>(__SubResource_default_value));
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string[] __Strings_default_value = default;
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values.Add(PropertyName.@Strings, global::Godot.Variant.From<string[]>(__Strings_default_value));
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return values;
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}
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#endif // TOOLS
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#pragma warning restore CS0109
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}
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@ -0,0 +1,16 @@
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using Godot;
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using Godot.NativeInterop;
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partial class GenericClass<T>
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{
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partial class NestedClass
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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 methods contained in this class, for fast lookup.
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/// </summary>
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public new class MethodName : global::Godot.GodotObject.MethodName {
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}
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#pragma warning restore CS0109
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}
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}
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@ -0,0 +1,13 @@
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using Godot;
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using System;
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[GlobalClass]
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public partial class ExportedProperties2(int health, Resource subResource, string[] strings) : Resource
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{
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[Export]
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public int Health { get; set; } = health;
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[Export]
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public Resource SubResource { get; set; } = subResource;
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[Export]
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public string[] Strings { get; set; } = strings ?? System.Array.Empty<string>();
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}
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@ -0,0 +1,9 @@
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using Godot;
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public partial class GenericClass<T>
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{
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public partial class NestedClass : GodotObject
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{
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}
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}
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