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Update C# exports documentation (#6746)

* Update C# exports documentation

- Node exports are supported in 4.0.
- Add documentation about exporting enums (and flag enums).
- Add more documentation about exporting collections.
- Changes to follow our style guide more closely.

---------

Co-authored-by: Hana <[email protected]>
Raul Santos 2 years ago
parent
commit
62266a1634
1 changed files with 244 additions and 95 deletions
  1. 244 95
      tutorials/scripting/c_sharp/c_sharp_exports.rst

+ 244 - 95
tutorials/scripting/c_sharp/c_sharp_exports.rst

@@ -22,11 +22,14 @@ Exporting is done by using the ``[Export]`` attribute.
     }
     }
 
 
 In that example the value ``5`` will be saved, and after building the current project
 In that example the value ``5`` will be saved, and after building the current project
-it will be visible in the property editor. This way, artists and game designers
+it will be visible in the property editor.
+
+One of the fundamental benefits of exporting member variables is to have
+them visible and editable in the editor. This way, artists and game designers
 can modify values that later influence how the program runs. For this, a
 can modify values that later influence how the program runs. For this, a
 special export syntax is provided.
 special export syntax is provided.
 
 
-Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
+Exporting can only be done with :ref:`Variant-compatible <doc_c_sharp_variant>` types.
 
 
 .. note::
 .. note::
 
 
@@ -36,30 +39,50 @@ Exporting can only be done with built-in types or objects derived from the :ref:
 Basic use
 Basic use
 ---------
 ---------
 
 
-Exporting can work with and without setting a default value. For int and float
-``0`` will then be used as the default.
+Exporting can work with fields and properties.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private int Number;
+    private int _number;
+
+    [Export]
+    public int Number { get; set; }
 
 
-Export works with resource types.
+Exported members can specify a default value; otherwise, the `default value of the type <https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/default-values>`_ is used instead.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private Texture CharacterFace;
+    private int _number; // Defaults to '0'
+
     [Export]
     [Export]
-    private PackedScene SceneFile;
+    private string _text; // Defaults to 'null' because it's a reference type
 
 
-There are many resource types that can be used this way, try e.g.
-the following to list them:
+    [Export]
+    private string _greeting = "Hello World"; // Exported field specifies a default value
+
+    [Export]
+    public string Greeting { get; set; } = "Hello World"; // Exported property specifies a default value
+
+    // This property uses `_greeting` as its backing field, so the default value
+    // will be the default value of the `_greeting` field.
+    [Export]
+    public string GreetingWithBackingField
+    {
+        get => _greeting;
+        set => _greeting = value;
+    }
+
+Resources and nodes can be exported.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private Resource Resource;
+    public Resource Resource { get; set; }
+
+    [Export]
+    public Node Node { get; set; }
 
 
 Grouping exports
 Grouping exports
 ----------------
 ----------------
@@ -72,7 +95,7 @@ group or use ``[ExportGroup("")]`` to break out.
 
 
     [ExportGroup("My Properties")]
     [ExportGroup("My Properties")]
     [Export]
     [Export]
-    private int Number = 3;
+    public int Number { get; set; } = 3;
 
 
 The second argument of the attribute can be used to only group properties with the specified prefix.
 The second argument of the attribute can be used to only group properties with the specified prefix.
 
 
@@ -82,9 +105,9 @@ Groups cannot be nested, use ``[ExportSubgroup]`` to create subgroups within a g
 
 
     [ExportSubgroup("Extra Properties")]
     [ExportSubgroup("Extra Properties")]
     [Export]
     [Export]
-    private string Text = "";
+    public string Text { get; set; } = "";
     [Export]
     [Export]
-    private bool Flag = false;
+    public bool Flag { get; set; } = false;
 
 
 You can also change the name of your main category, or create additional categories in the property
 You can also change the name of your main category, or create additional categories in the property
 list with the ``[ExportCategory]`` attribute.
 list with the ``[ExportCategory]`` attribute.
@@ -93,55 +116,19 @@ list with the ``[ExportCategory]`` attribute.
 
 
     [ExportCategory("Main Category")]
     [ExportCategory("Main Category")]
     [Export]
     [Export]
-    private int Number = 3;
+    public int Number { get; set; } = 3;
     [Export]
     [Export]
-    private string Text = "";
+    public string Text { get; set; } = "";
 
 
     [ExportCategory("Extra Category")]
     [ExportCategory("Extra Category")]
     [Export]
     [Export]
-    private bool Flag = false;
+    private bool Flag { get; set; } = false;
 
 
 .. note::
 .. note::
 
 
     The list of properties is organized based on the class inheritance, and new categories break
     The list of properties is organized based on the class inheritance, and new categories break
     that expectation. Use them carefully, especially when creating projects for public use.
     that expectation. Use them carefully, especially when creating projects for public use.
 
 
-..
-	Commenting out enum examples because I have been told they
-	require extra steps to actually work properly. The examples below
-	will show up in the inspector but apparently do not function properly
-..
-	Integers and strings hint enumerated values.
-..
-	code-block:: csharp
-..
-	    // Editor will enumerate as 0, 1 and 2.
-	    [Export(PropertyHint.Enum, "Warrior,Magician,Thief")]
-	    private int CharacterClass;
-..
-	If type is String, editor will enumerate with string names.
-..
-	code-block:: csharp
-..
-	    [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")]
-	    private string CharacterName;
-..
-	Named enum values
-	-----------------
-..
-	Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
-..
-	code-block:: csharp
-..
-	    private enum NamedEnum
-	    {
-	        Thing1,
-	        Thing2,
-	        AnotherThing = -1
-	    }
-	    [Export(PropertyHint.Enum)]
-	    private NamedEnum X;
-
 Strings as paths
 Strings as paths
 ----------------
 ----------------
 
 
@@ -152,21 +139,21 @@ String as a path to a file.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.File)]
     [Export(PropertyHint.File)]
-    private string GameFile;
+    public string GameFile { get; set; }
 
 
 String as a path to a directory.
 String as a path to a directory.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.Dir)]
     [Export(PropertyHint.Dir)]
-    private string GameDirectory;
+    public string GameDirectory { get; set; }
 
 
 String as a path to a file, custom filter provided as hint.
 String as a path to a file, custom filter provided as hint.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.File, "*.txt,")]
     [Export(PropertyHint.File, "*.txt,")]
-    private string GameFile;
+    public string GameFile { get; set; }
 
 
 Using paths in the global filesystem is also possible,
 Using paths in the global filesystem is also possible,
 but only in scripts in tool mode.
 but only in scripts in tool mode.
@@ -176,14 +163,14 @@ String as a path to a PNG file in the global filesystem.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.GlobalFile, "*.png")]
     [Export(PropertyHint.GlobalFile, "*.png")]
-    private string ToolImage;
+    public string ToolImage { get; set; }
 
 
 String as a path to a directory in the global filesystem.
 String as a path to a directory in the global filesystem.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.GlobalDir)]
     [Export(PropertyHint.GlobalDir)]
-    private string ToolDir;
+    public string ToolDir { get; set; }
 
 
 The multiline annotation tells the editor to show a large input
 The multiline annotation tells the editor to show a large input
 field for editing over multiple lines.
 field for editing over multiple lines.
@@ -191,7 +178,7 @@ field for editing over multiple lines.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.MultilineText)]
     [Export(PropertyHint.MultilineText)]
-    private string Text;
+    public string Text { get; set; }
 
 
 Limiting editor input ranges
 Limiting editor input ranges
 ----------------------------
 ----------------------------
@@ -204,21 +191,21 @@ Allow integer values from 0 to 20.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.Range, "0,20,")]
     [Export(PropertyHint.Range, "0,20,")]
-    private int Number;
+    public int Number { get; set; }
 
 
 Allow integer values from -10 to 20.
 Allow integer values from -10 to 20.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.Range, "-10,20,")]
     [Export(PropertyHint.Range, "-10,20,")]
-    private int Number;
+    public int Number { get; set; }
 
 
 Allow floats from -10 to 20 and snap the value to multiples of 0.2.
 Allow floats from -10 to 20 and snap the value to multiples of 0.2.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.Range, "-10,20,0.2")]
     [Export(PropertyHint.Range, "-10,20,0.2")]
-    private float Number;
+    public float Number { get; set; }
 
 
 If you add the hints "or_greater" and/or "or_lesser" you can go above
 If you add the hints "or_greater" and/or "or_lesser" you can go above
 or below the limits when adjusting the value by typing it instead of using
 or below the limits when adjusting the value by typing it instead of using
@@ -227,7 +214,7 @@ the slider.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.Range, "0,100,1,or_greater,or_lesser")]
     [Export(PropertyHint.Range, "0,100,1,or_greater,or_lesser")]
-    private int Number;
+    public int Number { get; set; }
 
 
 Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
 Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
 while snapping to steps of 20. The editor will present a
 while snapping to steps of 20. The editor will present a
@@ -236,7 +223,7 @@ slider for easily editing the value. This only works with floats.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.ExpRange, "100,1000,20")]
     [Export(PropertyHint.ExpRange, "100,1000,20")]
-    private float Number;
+    public float Number { get; set; }
 
 
 Floats with easing hint
 Floats with easing hint
 -----------------------
 -----------------------
@@ -247,7 +234,7 @@ when editing.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.ExpEasing)]
     [Export(PropertyHint.ExpEasing)]
-    private float TransitionSpeed;
+    public float TransitionSpeed { get; set; }
 
 
 Colors
 Colors
 ------
 ------
@@ -257,30 +244,35 @@ Regular color given as red-green-blue-alpha value.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private Color Col;
+    private Color Color { get; set; }
 
 
 Color given as red-green-blue value (alpha will always be 1).
 Color given as red-green-blue value (alpha will always be 1).
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.ColorNoAlpha)]
     [Export(PropertyHint.ColorNoAlpha)]
-    private Color Col;
+    private Color Color { get; set; }
 
 
 Nodes
 Nodes
 -----
 -----
 
 
-Nodes can't be directly exported. Instead you need to export
-a node path, then use that node path with ``GetNode()``.
+Since Godot 4.0, nodes can be directly exported without having to use NodePaths.
+
+.. code-block:: csharp
+
+    [Export]
+    public Node Node { get; set; }
+
+Exporting NodePaths like in Godot 3.x is still possible, in case you need it:
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private NodePath MyNodePath;
-    private Label MyNode;
+    private NodePath _nodePath;
 
 
     public override void _Ready()
     public override void _Ready()
     {
     {
-        MyNode = GetNode<Label>(MyNodePath);
+        var node = GetNode(_nodePath);
     }
     }
 
 
 Resources
 Resources
@@ -296,7 +288,7 @@ from the FileSystem dock into the variable slot.
 
 
 Opening the inspector dropdown may result in an
 Opening the inspector dropdown may result in an
 extremely long list of possible classes to create, however.
 extremely long list of possible classes to create, however.
-Therefore, if you specify an extension of Resource such as:
+Therefore, if you specify a type derived from Resource such as:
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
@@ -313,6 +305,29 @@ in conjunction with a :ref:`script in "tool" mode <doc_gdscript_tool_mode>`.
 Exporting bit flags
 Exporting bit flags
 -------------------
 -------------------
 
 
+Members whose type is an enum with the ``[Flags]`` attribute can be exported and
+their values are limited to the members of the enum type.
+The editor will create a widget in the Inspector, allowing to select none, one,
+or multiple of the enum members. The value will be stored as an integer.
+
+.. code-block:: csharp
+
+    // Use power of 2 values for the values of the enum members.
+    [Flags]
+    public enum MyEnum
+    {
+        Fire = 1 << 1,
+        Water = 1 << 2,
+        Earth = 1 << 3,
+        Wind = 1 << 4,
+
+        // A combination of flags is also possible.
+        FireAndWater = Fire | Water,
+    }
+
+    [Export]
+    public SpellElements MySpellElements { get; set; }
+
 Integers used as bit flags can store multiple ``true``/``false`` (boolean)
 Integers used as bit flags can store multiple ``true``/``false`` (boolean)
 values in one property. By using the ``Flags`` property hint, they
 values in one property. By using the ``Flags`` property hint, they
 can be set from the editor.
 can be set from the editor.
@@ -321,48 +336,131 @@ can be set from the editor.
 
 
     // Set any of the given flags from the editor.
     // Set any of the given flags from the editor.
     [Export(PropertyHint.Flags, "Fire,Water,Earth,Wind")]
     [Export(PropertyHint.Flags, "Fire,Water,Earth,Wind")]
-    private int SpellElements = 0;
+    public int SpellElements { get; set; } = 0;
 
 
 You must provide a string description for each flag. In this example, ``Fire``
 You must provide a string description for each flag. In this example, ``Fire``
 has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
 has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind``
 corresponds to value 8. Usually, constants should be defined accordingly (e.g.
 corresponds to value 8. Usually, constants should be defined accordingly (e.g.
 ``private const int ElementWind = 8`` and so on).
 ``private const int ElementWind = 8`` and so on).
 
 
+You can add explicit values using a colon:
+
+.. code-block:: csharp
+
+    [Export(PropertyHint.Flags, "Self:4,Allies:8,Foes:16")]
+    public int SpellTargets { get; set; } = 0;
+
+Only power of 2 values are valid as bit flags options. The lowest allowed value
+is 1, as 0 means that nothing is selected. You can also add options that are a
+combination of other flags:
+
+.. code-block:: csharp
+
+    [Export(PropertyHint.Flags, "Self:4,Allies:8,Self and Allies:12,Foes:16")]
+    public int SpellTargets { get; set; } = 0;
+
 Export annotations are also provided for the physics and render layers defined in the project settings.
 Export annotations are also provided for the physics and render layers defined in the project settings.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export(PropertyHint.Layers2DPhysics)]
     [Export(PropertyHint.Layers2DPhysics)]
-    private int Layers2DPhysics;
+    public int Layers2DPhysics { get; set; }
     [Export(PropertyHint.Layers2DRender)]
     [Export(PropertyHint.Layers2DRender)]
-    private int Layers2DRender;
+    public int Layers2DRender { get; set; }
     [Export(PropertyHint.Layers3DPhysics)]
     [Export(PropertyHint.Layers3DPhysics)]
-    private int layers3DPhysics;
+    public int layers3DPhysics { get; set; }
     [Export(PropertyHint.Layers3DRender)]
     [Export(PropertyHint.Layers3DRender)]
-    private int layers3DRender;
+    public int layers3DRender { get; set; }
 
 
 Using bit flags requires some understanding of bitwise operations.
 Using bit flags requires some understanding of bitwise operations.
 If in doubt, use boolean variables instead.
 If in doubt, use boolean variables instead.
 
 
-Exporting arrays
-----------------
+Exporting enums
+---------------
 
 
-Exported arrays should be initialized empty.
+Members whose type is an enum can be exported and their values are limited to the members
+of the enum type. The editor will create a widget in the Inspector, enumerating the
+following as "Thing 1", "Thing 2", "Another Thing". The value will be stored as an integer.
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
+    public enum MyEnum
+    {
+        Thing1,
+        Thing2,
+        AnotherThing = -1,
+    }
+
     [Export]
     [Export]
-    private Vector3[] Vector3s = System.Array.Empty<Vector3>();
+    public MyEnum MyEnum { get; set; }
+
+Integer and string members can also be limited to a specific list of values using the
+``[Export]`` annotation with the ``PropertyHint.Enum`` hint.
+The editor will create a widget in the Inspector, enumerating the following as Warrior,
+Magician, Thief. The value will be stored as an integer, corresponding to the index
+of the selected option (i.e. ``0``, ``1``, or ``2``).
+
+.. code-block:: csharp
+
+    [Export(PropertyHint.Enum, "Warrior,Magician,Thief")]
+    public int CharacterClass { get; set; };
+
+You can add explicit values using a colon:
+
+.. code-block:: csharp
+
+    [Export(PropertyHint.Enum, "Slow:30,Average:60,Very Fast:200")]
+    public int CharacterSpeed { get; set; }
+
+If the type is ``string``, the value will be stored as a string.
+
+.. code-block:: csharp
+
+    [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")]
+    public string CharacterName { get; set; }
+
+If you want to set an initial value, you must specify it explicitly:
+
+.. code-block:: csharp
+
+    [Export(PropertyHint.Enum, "Rebecca,Mary,Leah")]
+    public string CharacterName { get; set; } = "Rebecca";
+
+Exporting collections
+---------------------
+
+As explained in the :ref:`C# Variant <doc_c_sharp_variant>` documentation, only
+certain C# arrays and the collection types defined in the ``Godot.Collections``
+namespace are Variant-compatible, therefore, only those types can be exported.
+
+Exporting Godot arrays
+^^^^^^^^^^^^^^^^^^^^^^
+
+.. code-block:: csharp
+
     [Export]
     [Export]
-    private string[] Strings = System.Array.Empty<string>();
+    public Godot.Collections.Array Array { get; set; }
+
+Using the generic ``Godot.Collections.Array<T>`` allows to specify the type of the
+array elements which will be used as a hint for the editor. The Inspector will
+restrict the elements to the specified type.
+
+.. code-block:: csharp
 
 
+    [Export]
+    public Godot.Collections.Array<string> Array { get; set; }
 
 
-You can omit the default value, but then it would be null if not assigned.
+The default value of Godot arrays is null, a different default can be specified:
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private int[] Numbers;
+    public Godot.Collections.Array<string> CharacterNames { get; set; } = new Godot.Collections.Array<string>
+    {
+        "Rebecca",
+        "Mary",
+        "Leah",
+    };
 
 
 Arrays with specified types which inherit from resource can be set by
 Arrays with specified types which inherit from resource can be set by
 drag-and-dropping multiple files from the FileSystem dock.
 drag-and-dropping multiple files from the FileSystem dock.
@@ -370,17 +468,68 @@ drag-and-dropping multiple files from the FileSystem dock.
 .. code-block:: csharp
 .. code-block:: csharp
 
 
     [Export]
     [Export]
-    private Texture[] Textures;
+    public Godot.Collections.Array<Texture> Textures { get; set; }
+
+    [Export]
+    public Godot.Collections.Array<PackedScene> Scenes { get; set; }
+
+Exporting Godot dictionaries
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+.. code-block:: csharp
+
+    [Export]
+    public Godot.Collections.Dictionary Dictionary { get; set; }
+
+Using the generic ``Godot.Collections.Dictionary<TKey, TValue>`` allows to specify
+the type of the key and value elements of the dictionary.
+
+.. note::
+
+    Typed dictionaries are currently unsupported in the Godot editor, so
+    the Inspector will not restrict the types that can be assigned, potentially
+    resulting in runtime exceptions.
+
+.. code-block:: csharp
+
     [Export]
     [Export]
-    private PackedScene[] Scenes;
+    public Godot.Collections.Dictionary<string, int> Dictionary { get; set; }
 
 
-Arrays where the default value includes run-time values can't
-be exported.
+The default value of Godot dictionaries is null, a different default can be specified:
 
 
 .. code-block:: csharp
 .. code-block:: csharp
 
 
-    private int Number = 1;
-    private int[] SeveralNumbers = {Number,2,3};
+    [Export]
+    public Godot.Collections.Dictionary<string, int> CharacterLives { get; set; } = new Godot.Collections.Dictionary<string, int>
+    {
+        ["Rebecca"] = 10,
+        ["Mary"] = 42,
+        ["Leah"] = 0,
+    };
+
+Exporting C# arrays
+^^^^^^^^^^^^^^^^^^^
+
+C# arrays can exported as long as the element type is a :ref:`Variant-compatible <doc_c_sharp_variant>` type.
+
+.. code-block:: csharp
+
+    [Export]
+    public Vector3[] Vectors { get; set; }
+
+    [Export]
+    public NodePath[] NodePaths { get; set; }
+
+The default value of C# arrays is null, a different default can be specified:
+
+.. code-block:: csharp
+
+    [Export]
+    public Vector3[] Vectors { get; set; } = new Vector3[]
+    {
+        new Vector3(1, 2, 3),
+        new Vector3(3, 2, 1),
+    }
 
 
 Setting exported variables from a tool script
 Setting exported variables from a tool script
 ---------------------------------------------
 ---------------------------------------------
@@ -388,7 +537,7 @@ Setting exported variables from a tool script
 When changing an exported variable's value from a script in
 When changing an exported variable's value from a script in
 :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
 :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated
 automatically. To update it, call
 automatically. To update it, call
-:ref:`notify_property_list_changed() <class_Object_method_notify_property_list_changed>`
+:ref:`NotifyPropertyListChanged() <class_Object_method_notify_property_list_changed>`
 after setting the exported variable's value.
 after setting the exported variable's value.
 
 
 Advanced exports
 Advanced exports
@@ -400,9 +549,9 @@ common exporting features which can be implemented with a low-level API.
 
 
 Before reading further, you should get familiar with the way properties are
 Before reading further, you should get familiar with the way properties are
 handled and how they can be customized with
 handled and how they can be customized with
-:ref:`_set() <class_Object_method__get_property_list>`,
-:ref:`_get() <class_Object_method__get_property_list>`, and
-:ref:`_get_property_list() <class_Object_method__get_property_list>` methods as
+:ref:`_Set() <class_Object_method__set>`,
+:ref:`_Get() <class_Object_method__get>`, and
+:ref:`_GetPropertyList() <class_Object_method__get_property_list>` methods as
 described in :ref:`doc_accessing_data_or_logic_from_object`.
 described in :ref:`doc_accessing_data_or_logic_from_object`.
 
 
 .. seealso:: For binding properties using the above methods in C++, see
 .. seealso:: For binding properties using the above methods in C++, see