c_sharp_differences.rst 11 KB

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  1. .. _doc_c_sharp_differences:
  2. API differences to GDScript
  3. ===========================
  4. This is a (incomplete) list of API differences between C# and GDScript.
  5. General differences
  6. -------------------
  7. As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead
  8. of the ``snake_case`` used in GDScript and C++.
  9. Global scope
  10. ------------
  11. Global functions and some constants had to be moved to classes, since C#
  12. does not allow declaring them in namespaces.
  13. Most global constants were moved to their own enums.
  14. Constants
  15. ^^^^^^^^^
  16. Global constants were moved to their own enums.
  17. For example, ``ERR_*`` constants were moved to the ``Error`` enum.
  18. Special cases:
  19. ======================= ===========================================================
  20. GDScript C#
  21. ======================= ===========================================================
  22. ``SPKEY`` ``GD.SpKey``
  23. ``TYPE_*`` ``Variant.Type`` enum
  24. ``OP_*`` ``Variant.Operator`` enum
  25. ======================= ===========================================================
  26. Math functions
  27. ^^^^^^^^^^^^^^
  28. Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2``, are
  29. located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``.
  30. The ``PI`` constant can be found as ``Mathf.Pi``.
  31. Random functions
  32. ^^^^^^^^^^^^^^^^
  33. Random global functions, like ``rand_range`` and ``rand_seed``, are located under ``GD``.
  34. Example: ``GD.RandRange`` and ``GD.RandSeed``.
  35. Other functions
  36. ^^^^^^^^^^^^^^^
  37. Many other global functions like ``print`` and ``var2str`` are located under ``GD``.
  38. Example: ``GD.Print`` and ``GD.Var2Str``.
  39. Exceptions:
  40. =========================== =======================================================
  41. GDScript C#
  42. =========================== =======================================================
  43. ``weakref(obj)`` ``Object.WeakRef(obj)``
  44. ``is_instance_valid(obj)`` ``Object.IsInstanceValid(obj)``
  45. =========================== =======================================================
  46. Tips
  47. ^^^^
  48. Sometimes it can be useful to use the ``using static`` directive. This directive allows
  49. to access the members and nested types of a class without specifying the class name.
  50. Example:
  51. .. code-block:: csharp
  52. using static Godot.GD;
  53. public class Test
  54. {
  55. static Test()
  56. {
  57. Print("Hello"); // Instead of GD.Print("Hello");
  58. }
  59. }
  60. Export keyword
  61. --------------
  62. Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword.
  63. This attribute can also be provided with optional :ref:`PropertyHint<enum_@GlobalScope_PropertyHint>` and ``hintString`` parameters.
  64. Default values can be set by assigning a value.
  65. Example:
  66. .. code-block:: csharp
  67. using Godot;
  68. public class MyNode : Node
  69. {
  70. [Export]
  71. private NodePath _nodePath;
  72. [Export]
  73. private string _name = "default";
  74. [Export(PropertyHint.Range, "0,100000,1000,or_greater")]
  75. private int _income;
  76. [Export(PropertyHint.File, "*.png,*.jpg")]
  77. private string _icon;
  78. }
  79. Signal keyword
  80. --------------
  81. Use the ``[Signal]`` attribute to declare a signal instead of the GDScript ``signal`` keyword.
  82. This attribute should be used on a `delegate`, whose name signature will be used to define the signal.
  83. .. code-block:: csharp
  84. [Signal]
  85. delegate void MySignal(string willSendsAString);
  86. See also: :ref:`c_sharp_signals`
  87. Singletons
  88. ----------
  89. Singletons are available as static classes rather than using the singleton pattern.
  90. This is to make code less verbose than it would be with an ``Instance`` property.
  91. Example:
  92. .. code-block:: csharp
  93. Input.IsActionPressed("ui_down")
  94. However, in some very rare cases this is not enough. For example, you may want
  95. to access a member from the base class ``Godot.Object``, like ``Connect``.
  96. For such use cases we provide a static property named ``Singleton`` that returns
  97. the singleton instance. The type of this instance is ``Godot.Object``.
  98. Example:
  99. .. code-block:: csharp
  100. Input.Singleton.Connect("joy_connection_changed", this, nameof(Input_JoyConnectionChanged));
  101. String
  102. ------
  103. Use ``System.String`` (``string``). Most of Godot's String methods are
  104. provided by the ``StringExtensions`` class as extension methods.
  105. Example:
  106. .. code-block:: csharp
  107. string upper = "I LIKE SALAD FORKS";
  108. string lower = upper.ToLower();
  109. There are a few differences, though:
  110. * ``erase``: Strings are immutable in C#, so we cannot modify the string
  111. passed to the extension method. For this reason, ``Erase`` was added as an
  112. extension method of ``StringBuilder`` instead of string.
  113. Alternatively, you can use ``string.Remove``.
  114. * ``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided,
  115. which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify
  116. case sensitivity:
  117. .. code-block:: csharp
  118. str.IsSubsequenceOf("ok"); // Case sensitive
  119. str.IsSubsequenceOf("ok", true); // Case sensitive
  120. str.IsSubsequenceOfi("ok"); // Case insensitive
  121. str.IsSubsequenceOf("ok", false); // Case insensitive
  122. * ``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides
  123. ``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:
  124. .. code-block:: csharp
  125. str.Match("*.txt"); // Case sensitive
  126. str.ExprMatch("*.txt", true); // Case sensitive
  127. str.Matchn("*.txt"); // Case insensitive
  128. str.ExprMatch("*.txt", false); // Case insensitive
  129. Basis
  130. -----
  131. Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()``
  132. initializes all primitive members to their default value. Use ``Basis.Identity``
  133. for the equivalent of ``Basis()`` in GDScript and C++.
  134. The following method was converted to a property with a different name:
  135. ==================== ==============================================================
  136. GDScript C#
  137. ==================== ==============================================================
  138. ``get_scale()`` ``Scale``
  139. ==================== ==============================================================
  140. Transform2D
  141. -----------
  142. Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()``
  143. initializes all primitive members to their default value.
  144. Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++.
  145. The following methods were converted to properties with their respective names changed:
  146. ==================== ==============================================================
  147. GDScript C#
  148. ==================== ==============================================================
  149. ``get_rotation()`` ``Rotation``
  150. ``get_scale()`` ``Scale``
  151. ==================== ==============================================================
  152. Plane
  153. -----
  154. The following method was converted to a property with a *slightly* different name:
  155. ================ ==================================================================
  156. GDScript C#
  157. ================ ==================================================================
  158. ``center()`` ``Center``
  159. ================ ==================================================================
  160. Rect2
  161. -----
  162. The following field was converted to a property with a *slightly* different name:
  163. ================ ==================================================================
  164. GDScript C#
  165. ================ ==================================================================
  166. ``end`` ``End``
  167. ================ ==================================================================
  168. The following method was converted to a property with a different name:
  169. ================ ==================================================================
  170. GDScript C#
  171. ================ ==================================================================
  172. ``get_area()`` ``Area``
  173. ================ ==================================================================
  174. Quat
  175. ----
  176. Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()``
  177. initializes all primitive members to their default value.
  178. Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++.
  179. The following methods were converted to a property with a different name:
  180. ===================== =============================================================
  181. GDScript C#
  182. ===================== =============================================================
  183. ``length()`` ``Length``
  184. ``length_squared()`` ``LengthSquared``
  185. ===================== =============================================================
  186. Array
  187. -----
  188. *This is temporary. PackedArrays will need their own types to be used the way they are meant to.*
  189. ====================== ==============================================================
  190. GDScript C#
  191. ====================== ==============================================================
  192. ``Array`` ``Godot.Collections.Array``
  193. ``PackedInt32Array`` ``int[]``
  194. ``PackedInt64Array`` ``long[]``
  195. ``PackedByteArray`` ``byte[]``
  196. ``PackedFloat32Array`` ``float[]``
  197. ``PackedFloat64Array`` ``double[]``
  198. ``PackedStringArray`` ``String[]``
  199. ``PackedColorArray`` ``Color[]``
  200. ``PackedVector2Array`` ``Vector2[]``
  201. ``PackedVector3Array`` ``Vector3[]``
  202. ====================== ==============================================================
  203. ``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``.
  204. Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one.
  205. Dictionary
  206. ----------
  207. Use ``Godot.Collections.Dictionary``.
  208. ``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot.Collections.Dictionary``.
  209. Use the ``Godot.Collections.Dictionary<T>(Godot.Collections.Dictionary)`` constructor to create one.
  210. Variant
  211. -------
  212. ``System.Object`` (``object``) is used instead of ``Variant``.
  213. Communicating with other scripting languages
  214. --------------------------------------------
  215. This is explained extensively in :ref:`doc_cross_language_scripting`.
  216. Yield
  217. -----
  218. Something similar to GDScript's ``yield`` with a single parameter can be achieved with
  219. C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/csharp/language-reference/keywords/yield>`_.
  220. The equivalent of yield on signal can be achieved with async/await and ``Godot.Object.ToSignal``.
  221. Example:
  222. .. code-block:: csharp
  223. await ToSignal(timer, "timeout");
  224. GD.Print("After timeout");
  225. Other differences
  226. -----------------
  227. ``preload``, as it works in GDScript, is not available in C#.
  228. Use ``GD.Load`` or ``ResourceLoader.Load`` instead.
  229. Other differences:
  230. ================ ==================================================================
  231. GDScript C#
  232. ================ ==================================================================
  233. ``Color8`` ``Color.Color8``
  234. ``is_inf`` ``float.IsInfinity``
  235. ``is_nan`` ``float.IsNaN``
  236. ``dict2inst`` TODO
  237. ``inst2dict`` TODO
  238. ================ ==================================================================