Skip to content

Commit

Permalink
Merge pull request #85450 from KoBeWi/advanced_properties_for_every_O…
Browse files Browse the repository at this point in the history
…bject

Improve documentation for dynamic properties
  • Loading branch information
akien-mga committed Jan 29, 2024
2 parents 8febe50 + 7d0d405 commit 964de29
Showing 1 changed file with 70 additions and 41 deletions.
111 changes: 70 additions & 41 deletions doc/classes/Object.xml
Original file line number Diff line number Diff line change
Expand Up @@ -76,83 +76,112 @@
<method name="_get_property_list" qualifiers="virtual">
<return type="Dictionary[]" />
<description>
Override this method to customize how script properties should be handled by the engine.
Override this method to provide a custom list of additional properties to handle by the engine.
Should return a property list, as an [Array] of dictionaries. The result is added to the array of [method get_property_list], and should be formatted in the same way. Each [Dictionary] must at least contain the [code]name[/code] and [code]type[/code] entries.
The example below displays [code]hammer_type[/code] in the Inspector dock, only if [code]holding_hammer[/code] is [code]true[/code]:
You can use [method _property_can_revert] and [method _property_get_revert] to customize the default values of the properties added by this method.
The example below displays a list of numbers shown as words going from [code]ZERO[/code] to [code]FIVE[/code], with [code]number_count[/code] controlling the size of the list:
[codeblocks]
[gdscript]
@tool
extends Node2D
extends Node

@export var holding_hammer = false:
set(value):
holding_hammer = value
@export var number_count = 3:
set(nc):
number_count = nc
numbers.resize(number_count)
notify_property_list_changed()
var hammer_type = 0

func _get_property_list():
# By default, `hammer_type` is not visible in the editor.
var property_usage = PROPERTY_USAGE_NO_EDITOR

if holding_hammer:
property_usage = PROPERTY_USAGE_DEFAULT
var numbers = PackedInt32Array([0, 0, 0])

func _get_property_list():
var properties = []
properties.append({
"name": "hammer_type",
"type": TYPE_INT,
"usage": property_usage, # See above assignment.
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Wooden,Iron,Golden,Enchanted"
})

for i in range(number_count):
properties.append({
"name": "number_%d" % i,
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "ZERO,ONE,TWO,THREE,FOUR,FIVE",
})

return properties

func _get(property):
if property.begins_with("number_"):
var index = property.get_slice("_", 1).to_int()
return numbers[index]

func _set(property, value):
if property.begins_with("number_"):
var index = property.get_slice("_", 1).to_int()
numbers[index] = value
return true
return false
[/gdscript]
[csharp]
[Tool]
public partial class MyNode2D : Node2D
public partial class MyNode : Node
{
private bool _holdingHammer;
private int _numberCount;

[Export]
public bool HoldingHammer
public int NumberCount
{
get =&gt; _holdingHammer;
get =&gt; _numberCount;
set
{
_holdingHammer = value;
_numberCount = value;
_numbers.Resize(_numberCount);
NotifyPropertyListChanged();
}
}

public int HammerType { get; set; }
private List&lt;int&gt; _numbers = new();

public override Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt; _GetPropertyList()
{
// By default, `HammerType` is not visible in the editor.
var propertyUsage = PropertyUsageFlags.NoEditor;
var properties = new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;();

if (HoldingHammer)
for (int i = 0; i &lt; _numberCount; i++)
{
propertyUsage = PropertyUsageFlags.Default;
properties.Add(new Godot.Collections.Dictionary()
{
{ "name", $"number_{i}" },
{ "type", (int)Variant.Type.Int },
{ "hint", (int)PropertyHint.Enum },
{ "hint_string", "Zero,One,Two,Three,Four,Five" },
});
}

var properties = new Godot.Collections.Array&lt;Godot.Collections.Dictionary&gt;();
properties.Add(new Godot.Collections.Dictionary()
return properties;
}

public override Variant _Get(StringName property)
{
string propertyName = property.ToString();
if (propertyName.StartsWith("number_"))
{
{ "name", "HammerType" },
{ "type", (int)Variant.Type.Int },
{ "usage", (int)propertyUsage }, // See above assignment.
{ "hint", (int)PropertyHint.Enum },
{ "hint_string", "Wooden,Iron,Golden,Enchanted" }
});
int index = int.Parse(propertyName.Substring("number_".Length));
return _numbers[index];
}
return default;
}

return properties;
public override bool _Set(StringName property, Variant value)
{
string propertyName = property.ToString();
if (propertyName.StartsWith("number_"))
{
int index = int.Parse(propertyName.Substring("number_".Length));
numbers[index] = value.As&lt;int&gt;();
return true;
}
return false;
}
}
[/csharp]
[/codeblocks]
[b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc.
[b]Note:[/b] This method is intended for advanced purposes. For most common use cases, the scripting languages offer easier ways to handle properties. See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], [annotation @GDScript.@export_group], etc. If you want to customize exported properties, use [method _validate_property].
[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this method will not be called in the editor.
</description>
</method>
Expand Down Expand Up @@ -274,7 +303,7 @@
<return type="void" />
<param index="0" name="property" type="Dictionary" />
<description>
Override this method to customize existing properties. Every property info goes through this method. The dictionary contents is the same as in [method _get_property_list].
Override this method to customize existing properties. Every property info goes through this method, except properties added with [method _get_property_list]. The dictionary contents is the same as in [method _get_property_list].
[codeblocks]
[gdscript]
@tool
Expand Down

0 comments on commit 964de29

Please sign in to comment.