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Add as_str
and godot_name
to non-bitfield enums
#898
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API docs are being generated and will be shortly available at: https://godot-rust.github.io/docs/gdext/pr-898 |
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Sorry about that, was having trouble using clippy on my end, but this should pass now. |
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No worries, and thank you for your contribution 😊
Could you add a short integration test in enum_test.rs? You can use some existing enums that are already generated in the minimal codegen.
If you find a case where Rust/Godot have same enumerator names, even better 🙂
godot-codegen/src/generator/enums.rs
Outdated
// Only enumerations with different godot names are specified. | ||
// `as_str` is called for the rest of them. | ||
let godot_name_enumerators = { |
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// Only enumerations with different godot names are specified. | |
// `as_str` is called for the rest of them. | |
let godot_name_enumerators = { | |
// Only enumerations with different Godot names are specified. | |
// `as_str` is called for the rest of them. | |
let godot_different_cases = { |
Reason for name is that
- you're specifying match arms (cases), not enumerators
- highlight that only different names are listed
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General question, does this happen a lot? Most Godot enumerators are prefixed with their enum type, while Rust ones aren't 🤔
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In terms of differences outside of just the prefix, as far as I know there aren't any. I thought it would be a nice feature to have, but in retrospect maybe it would be better to have a function that just returns the Godot prefix instead? 😅
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It's not as simple as "Rust ident == Godot prefix + enumerator name", the algorithm to map is quite complex and needs to handle some special cases. As such, a prefix would not be useful.
I checked quickly:
- 4724 enumerators total in the API
- 4565 (96.6%) of which differ between Godot and Rust
- 159 (3.4%) of which remain the same between Godot and Rust
Despite the minority, I think it doesn't hurt much to reuse as_str()
where possible. If it turns out to be negative in any way, we can always change the implementation.
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Thanks a lot for your contribution!
As far as I can tell, you can only get the name of an enumeration from
Debug
, and it's impossible to get the Godot name. This is possible in GDScript, and would be a nice feature to have (in my case I'd like to load keyboard prompts icons based on theKey
enum name).This PR extracts the
match
statement generated forDebug
intoas_str
so you can get the names with less overhead. And it also addsgodot_name
which returns the GDScript version of the name if desired.