Update export docs to use annotations

This commit is contained in:
George Marques
2020-05-31 11:23:14 -03:00
committed by Nathan Lovato
parent 7f28694a94
commit ec48a04a85

View File

@@ -9,14 +9,14 @@ Introduction to exports
In Godot, class members can be exported. This means their value gets saved along
with the resource (such as the :ref:`scene <class_PackedScene>`) they're
attached to. They will also be available for editing in the property editor.
Exporting is done by using the ``export`` keyword::
Exporting is done by using the ``@export`` annotation::
extends Button
export var number = 5 # Value will be saved and visible in the property editor.
@export var number = 5 # Value will be saved and visible in the property editor.
An exported variable must be initialized to a constant expression or have an
export hint in the form of an argument to the ``export`` keyword (see the
An exported variable must be initialized to a constant expression or have a type specifier
in the variable. Some of the export annotations have a specific type and don't need the variable to be typed (see the
*Examples* section below).
One of the fundamental benefits of exporting member variables is to have
@@ -24,6 +24,8 @@ 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
special export syntax is provided.
Exporting can only be done with built-in types or objects derived from the :ref:`Resource class <class_Resource>`.
.. note::
Exporting properties can also be done in other languages such as C#.
@@ -37,99 +39,102 @@ Examples
# If the exported value assigns a constant or constant expression,
# the type will be inferred and used in the editor.
export var number = 5
@export var number = 5
# Export can take a basic data type as an argument, which will be
# used in the editor.
# If there's no default value, you can add a type to the variable.
export(int) var number
@export var number: int
# Export can also take a resource type to use as a hint.
# Export works with resource types.
export(Texture) var character_face
export(PackedScene) var scene_file
@export var character_face: Texture
@export var scene_file: PackedScene
# There are many resource types that can be used this way, try e.g.
# the following to list them:
export(Resource) var resource
@export var resource: Resource
# Integers and strings hint enumerated values.
# Editor will enumerate as 0, 1 and 2.
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names.
export(String, "Rebecca", "Mary", "Leah") var character_name
@export_enum("Warrior", "Magician", "Thief") var character_class
# If type is String, editor will enumerate with string names.
@export_enum("Rebecca", "Mary", "Leah") var character_name: String
# Named enum values
# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
export(NamedEnum) var x
@export var x: NamedEnum
# Strings as paths
# String is a path to a file.
export(String, FILE) var f
@export_file var f
# String is a path to a directory.
export(String, DIR) var f
@export_dir var f
# String is a path to a file, custom filter provided as hint.
export(String, FILE, "*.txt") var f
@export_file("*.txt") var f
# Using paths in the global filesystem is also possible,
# but only in scripts in "tool" mode.
# but only in scripts in tool mode.
# String is a path to a PNG file in the global filesystem.
export(String, FILE, GLOBAL, "*.png") var tool_image
@export_global_file("*.png") var tool_image
# String is a path to a directory in the global filesystem.
export(String, DIR, GLOBAL) var tool_dir
@export_global_dir var tool_dir
# The MULTILINE setting 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.
export(String, MULTILINE) var text
@export_multiline var text
# Limiting editor input ranges
# Allow integer values from 0 to 20.
export(int, 20) var i
@export_range(0, 20) var i
# Allow integer values from -10 to 20.
export(int, -10, 20) var j
@export_range(-10, 20) var j
# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
export(float, -10, 20, 0.2) var k
@export_range(-10, 20, 0.2) var k: float
# The limits can be only for the slider if you add the hints "or_greater" and/or "or_lesser".
@export_range(0, 100, 1, "or_greater", "or_lesser")
# Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l
@export_exp_range(100, 1000, 20) var l
# Floats with easing hint
# Display a visual representation of the 'ease()' function
# when editing.
export(float, EASE) var transition_speed
@export_exp_easing var transition_speed
# Colors
# Regular color given as red-green-blue-alpha value.
@export var col: Color
# Color given as red-green-blue value (alpha will always be 1).
export(Color, RGB) var col
# Color given as red-green-blue-alpha value.
export(Color, RGBA) var col
@export_color_no_alpha var col: Color
# Nodes
# Another node in the scene can be exported as a NodePath.
export(NodePath) var node_path
@export var node_path: NodePath
# Do take note that the node itself isn't being exported -
# there is one more step to call the true node:
var node = get_node(node_path)
# If you want to limit the types of nodes, you can use the @export_node_path annotation.
@export_node_path(Button, TouchScreenButton) var some_button
# Resources
export(Resource) var resource
@export var resource: Resource
# In the Inspector, you can then drag and drop a resource file
# from the FileSystem dock into the variable slot.
# Opening the inspector dropdown may result in an
# extremely long list of possible classes to create, however.
# Therefore, if you specify an extension of Resource such as:
export(AnimationNode) var resource
@export var resource: AnimationNode
# The drop-down menu will be limited to AnimationNode and all
# its inherited classes.
@@ -141,23 +146,23 @@ Exporting bit flags
-------------------
Integers used as bit flags can store multiple ``true``/``false`` (boolean)
values in one property. By using the export hint ``int, FLAGS, ...``, they
values in one property. By using the ``@export_flags`` annotation, they
can be set from the editor::
# Set any of the given flags from the editor.
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
@export_flags("Fire", "Water", "Earth", "Wind") var spell_elements = 0
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``
corresponds to value 8. Usually, constants should be defined accordingly (e.g.
``const ELEMENT_WIND = 8`` and so on).
Export hints 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::
export(int, LAYERS_2D_PHYSICS) var layers_2d_physics
export(int, LAYERS_2D_RENDER) var layers_2d_render
export(int, LAYERS_3D_PHYSICS) var layers_3d_physics
export(int, LAYERS_3D_RENDER) var layers_3d_render
@export_flags_2d_physics var layers_2d_physics
@export_flags_2d_render var layers_2d_render
@export_flags_3d_physics var layers_3d_physics
@export_flags_3d_render var layers_3d_render
Using bit flags requires some understanding of bitwise operations.
If in doubt, use boolean variables instead.
@@ -232,57 +237,3 @@ described in :ref:`doc_accessing_data_or_logic_from_object`.
.. warning:: The script must operate in the ``tool`` mode so the above methods
can work from within the editor.
Adding script categories
~~~~~~~~~~~~~~~~~~~~~~~~
For better visual distinguishing of properties, a special script category can be
embedded into the inspector to act as a separator. ``Script Variables`` is one
example of a built-in category.
::
func _get_property_list():
var properties = []
properties.append(
{
name = "Debug",
type = TYPE_NIL,
usage = PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE
}
)
return properties
* ``name`` is the name of a category to be added to the inspector;
* ``PROPERTY_USAGE_CATEGORY`` indicates that the property should be treated as a
script category specifically, so the type ``TYPE_NIL`` can be ignored as it
won't be actually used for the scripting logic, yet it must be defined anyway.
Grouping properties
~~~~~~~~~~~~~~~~~~~
A list of properties with similar names can be grouped.
::
func _get_property_list():
var properties = []
properties.append({
name = "Rotate",
type = TYPE_NIL,
hint_string = "rotate_",
usage = PROPERTY_USAGE_GROUP | PROPERTY_USAGE_SCRIPT_VARIABLE
})
return properties
* ``name`` is the name of a group which is going to be displayed as collapsible
list of properties;
* every successive property added after the group property will be collapsed and
shortened as determined by the prefix defined via the ``hint_string`` key. For
instance, ``rotate_speed`` is going to be shortened to ``speed`` in this case.
* ``PROPERTY_USAGE_GROUP`` indicates that the property should be treated as a
script group specifically, so the type ``TYPE_NIL`` can be ignored as it
won't be actually used for the scripting logic, yet it must be defined anyway.