#[export] infer VariantType
by mio991 · Pull Request #147 · godot-rust/gdext (original) (raw)
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I removed the explicit VariantType
declaration and replaced it with the ability to infer the same.
Also added an implementation for VariantMetadata
for Option
not sure if this is good but it was necessary.
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Bromeon left a comment • Loading
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This is a great simplification, thank you!
Sorry for the merge conflicts, I changed the proc-macro insides yesterday. Could you rebase onto master and squash into a single commit? Let me know if you need any help 🙂
Comment on lines +42 to +46
impl<T: VariantMetadata> VariantMetadata for Option { |
---|
fn variant_type() -> VariantType { |
T::variant_type() |
} |
} |
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We have to statically (at compile time) determine a variant type for a given Rust type.
Option::None
however would typically correspond to NIL
-- may that cause problems?
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As far as I can see it, every time you recive a Variant it could be NIL
even if you have declared another type.
For example if you reset a Property in the Inspector per default it gets set to NIL
.
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Register classes, functions and other symbols to GDScript
No new functionality, but improves ergonomics/internals
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