c_sharp_differences.rst 12 KB

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  1. .. _doc_c_sharp_differences:
  2. C# 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. In C#, only primitive types can be constant. For example, the ``TAU`` constant
  17. is replaced by the ``Mathf.Tau`` constant, but the ``Vector2.RIGHT`` constant
  18. is replaced by the ``Vector2.Right`` read-only property. This behaves similarly
  19. to a constant, but can't be used in some contexts like ``switch`` statements.
  20. Global enum constants were moved to their own enums.
  21. For example, ``ERR_*`` constants were moved to the ``Error`` enum.
  22. Special cases:
  23. ======================= ===========================================================
  24. GDScript C#
  25. ======================= ===========================================================
  26. ``SPKEY`` ``GD.SpKey``
  27. ``TYPE_*`` ``Variant.Type`` enum
  28. ``OP_*`` ``Variant.Operator`` enum
  29. ======================= ===========================================================
  30. Math functions
  31. ^^^^^^^^^^^^^^
  32. Math global functions, like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2``, are
  33. located under ``Mathf`` as ``Abs``, ``Acos``, ``Asin``, ``Atan`` and ``Atan2``.
  34. The ``PI`` constant can be found as ``Mathf.Pi``.
  35. Random functions
  36. ^^^^^^^^^^^^^^^^
  37. Random global functions, like ``rand_range`` and ``rand_seed``, are located under ``GD``.
  38. Example: ``GD.RandRange`` and ``GD.RandSeed``.
  39. Other functions
  40. ^^^^^^^^^^^^^^^
  41. Many other global functions like ``print`` and ``var2str`` are located under ``GD``.
  42. Example: ``GD.Print`` and ``GD.Var2Str``.
  43. Exceptions:
  44. =========================== =======================================================
  45. GDScript C#
  46. =========================== =======================================================
  47. ``weakref(obj)`` ``Object.WeakRef(obj)``
  48. ``is_instance_valid(obj)`` ``Object.IsInstanceValid(obj)``
  49. =========================== =======================================================
  50. Tips
  51. ^^^^
  52. Sometimes it can be useful to use the ``using static`` directive. This directive allows
  53. to access the members and nested types of a class without specifying the class name.
  54. Example:
  55. .. code-block:: csharp
  56. using static Godot.GD;
  57. public class Test
  58. {
  59. static Test()
  60. {
  61. Print("Hello"); // Instead of GD.Print("Hello");
  62. }
  63. }
  64. Export keyword
  65. --------------
  66. Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword.
  67. This attribute can also be provided with optional :ref:`PropertyHint<enum_@GlobalScope_PropertyHint>` and ``hintString`` parameters.
  68. Default values can be set by assigning a value.
  69. Example:
  70. .. code-block:: csharp
  71. using Godot;
  72. public class MyNode : Node
  73. {
  74. [Export]
  75. private NodePath _nodePath;
  76. [Export]
  77. private string _name = "default";
  78. [Export(PropertyHint.Range, "0,100000,1000,or_greater")]
  79. private int _income;
  80. [Export(PropertyHint.File, "*.png,*.jpg")]
  81. private string _icon;
  82. }
  83. Signal keyword
  84. --------------
  85. Use the ``[Signal]`` attribute to declare a signal instead of the GDScript ``signal`` keyword.
  86. This attribute should be used on a `delegate`, whose name signature will be used to define the signal.
  87. .. code-block:: csharp
  88. [Signal]
  89. delegate void MySignal(string willSendsAString);
  90. See also: :ref:`doc_c_sharp_signals`.
  91. `@onready` annotation
  92. ---------------------
  93. GDScript has the ability to defer the initialization of a member variable until the ready function
  94. is called with `@onready` (cf. :ref:`doc_gdscript_onready_annotation`).
  95. For example:
  96. .. code-block:: gdscript
  97. @onready var my_label = get_node("MyLabel")
  98. However C# does not have this ability. To achieve the same effect you need to do this.
  99. .. code-block:: csharp
  100. private Label _myLabel;
  101. public override void _Ready()
  102. {
  103. _myLabel = GetNode<Label>("MyLabel");
  104. }
  105. Singletons
  106. ----------
  107. Singletons are available as static classes rather than using the singleton pattern.
  108. This is to make code less verbose than it would be with an ``Instance`` property.
  109. Example:
  110. .. code-block:: csharp
  111. Input.IsActionPressed("ui_down")
  112. However, in some very rare cases this is not enough. For example, you may want
  113. to access a member from the base class ``Godot.Object``, like ``Connect``.
  114. For such use cases we provide a static property named ``Singleton`` that returns
  115. the singleton instance. The type of this instance is ``Godot.Object``.
  116. Example:
  117. .. code-block:: csharp
  118. Input.Singleton.Connect("joy_connection_changed", this, nameof(Input_JoyConnectionChanged));
  119. String
  120. ------
  121. Use ``System.String`` (``string``). Most of Godot's String methods are
  122. provided by the ``StringExtensions`` class as extension methods.
  123. Example:
  124. .. code-block:: csharp
  125. string upper = "I LIKE SALAD FORKS";
  126. string lower = upper.ToLower();
  127. There are a few differences, though:
  128. * ``erase``: Strings are immutable in C#, so we cannot modify the string
  129. passed to the extension method. For this reason, ``Erase`` was added as an
  130. extension method of ``StringBuilder`` instead of string.
  131. Alternatively, you can use ``string.Remove``.
  132. * ``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided,
  133. which is an overload of ``IsSubsequenceOf``, allowing you to explicitly specify
  134. case sensitivity:
  135. .. code-block:: csharp
  136. str.IsSubsequenceOf("ok"); // Case sensitive
  137. str.IsSubsequenceOf("ok", true); // Case sensitive
  138. str.IsSubsequenceOfi("ok"); // Case insensitive
  139. str.IsSubsequenceOf("ok", false); // Case insensitive
  140. * ``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides
  141. ``Match`` and ``Matchn``, which allows you to explicitly specify case sensitivity:
  142. .. code-block:: csharp
  143. str.Match("*.txt"); // Case sensitive
  144. str.ExprMatch("*.txt", true); // Case sensitive
  145. str.Matchn("*.txt"); // Case insensitive
  146. str.ExprMatch("*.txt", false); // Case insensitive
  147. Basis
  148. -----
  149. Structs cannot have parameterless constructors in C#. Therefore, ``new Basis()``
  150. initializes all primitive members to their default value. Use ``Basis.Identity``
  151. for the equivalent of ``Basis()`` in GDScript and C++.
  152. The following method was converted to a property with a different name:
  153. ==================== ==============================================================
  154. GDScript C#
  155. ==================== ==============================================================
  156. ``get_scale()`` ``Scale``
  157. ==================== ==============================================================
  158. Transform2D
  159. -----------
  160. Structs cannot have parameterless constructors in C#. Therefore, ``new Transform2D()``
  161. initializes all primitive members to their default value.
  162. Please use ``Transform2D.Identity`` for the equivalent of ``Transform2D()`` in GDScript and C++.
  163. The following methods were converted to properties with their respective names changed:
  164. ==================== ==============================================================
  165. GDScript C#
  166. ==================== ==============================================================
  167. ``get_rotation()`` ``Rotation``
  168. ``get_scale()`` ``Scale``
  169. ==================== ==============================================================
  170. Plane
  171. -----
  172. The following method was converted to a property with a *slightly* different name:
  173. ================ ==================================================================
  174. GDScript C#
  175. ================ ==================================================================
  176. ``center()`` ``Center``
  177. ================ ==================================================================
  178. Rect2
  179. -----
  180. The following field was converted to a property with a *slightly* different name:
  181. ================ ==================================================================
  182. GDScript C#
  183. ================ ==================================================================
  184. ``end`` ``End``
  185. ================ ==================================================================
  186. The following method was converted to a property with a different name:
  187. ================ ==================================================================
  188. GDScript C#
  189. ================ ==================================================================
  190. ``get_area()`` ``Area``
  191. ================ ==================================================================
  192. Quat
  193. ----
  194. Structs cannot have parameterless constructors in C#. Therefore, ``new Quat()``
  195. initializes all primitive members to their default value.
  196. Please use ``Quat.Identity`` for the equivalent of ``Quat()`` in GDScript and C++.
  197. The following methods were converted to a property with a different name:
  198. ===================== =============================================================
  199. GDScript C#
  200. ===================== =============================================================
  201. ``length()`` ``Length``
  202. ``length_squared()`` ``LengthSquared``
  203. ===================== =============================================================
  204. Array
  205. -----
  206. *This is temporary. PackedArrays will need their own types to be used the way they are meant to.*
  207. ====================== ==============================================================
  208. GDScript C#
  209. ====================== ==============================================================
  210. ``Array`` ``Godot.Collections.Array``
  211. ``PackedInt32Array`` ``int[]``
  212. ``PackedInt64Array`` ``long[]``
  213. ``PackedByteArray`` ``byte[]``
  214. ``PackedFloat32Array`` ``float[]``
  215. ``PackedFloat64Array`` ``double[]``
  216. ``PackedStringArray`` ``String[]``
  217. ``PackedColorArray`` ``Color[]``
  218. ``PackedVector2Array`` ``Vector2[]``
  219. ``PackedVector3Array`` ``Vector3[]``
  220. ====================== ==============================================================
  221. ``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``.
  222. Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one.
  223. Dictionary
  224. ----------
  225. Use ``Godot.Collections.Dictionary``.
  226. ``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot.Collections.Dictionary``.
  227. Use the ``Godot.Collections.Dictionary<T>(Godot.Collections.Dictionary)`` constructor to create one.
  228. Variant
  229. -------
  230. ``System.Object`` (``object``) is used instead of ``Variant``.
  231. Communicating with other scripting languages
  232. --------------------------------------------
  233. This is explained extensively in :ref:`doc_cross_language_scripting`.
  234. Yield
  235. -----
  236. Something similar to GDScript's ``yield`` with a single parameter can be achieved with
  237. C#'s `yield keyword <https://docs.microsoft.com/en-US/dotnet/csharp/language-reference/keywords/yield>`_.
  238. The equivalent of yield on signal can be achieved with async/await and ``Godot.Object.ToSignal``.
  239. Example:
  240. .. code-block:: csharp
  241. await ToSignal(timer, "timeout");
  242. GD.Print("After timeout");
  243. Other differences
  244. -----------------
  245. ``preload``, as it works in GDScript, is not available in C#.
  246. Use ``GD.Load`` or ``ResourceLoader.Load`` instead.
  247. Other differences:
  248. ================ ==================================================================
  249. GDScript C#
  250. ================ ==================================================================
  251. ``Color8`` ``Color.Color8``
  252. ``is_inf`` ``float.IsInfinity``
  253. ``is_nan`` ``float.IsNaN``
  254. ``dict2inst`` TODO
  255. ``inst2dict`` TODO
  256. ================ ==================================================================