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godot-docs/getting_started/scripting/c_sharp/c_sharp_differences.rst
Max Hilbrunner 0eb9ea52f0 Merge pull request #1359 from KellyThomas/signals
additional C# signal information
2018-04-13 04:15:22 +02:00

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.. _doc_c_sharp_differences:
API differences to GDScript
===========================
This is a (incomplete) list of API differences between C# and GDScript.
General Differences
-------------------
As explained in the :ref:`doc_c_sharp`, C# generally uses ``PascalCase`` instead
of the ``snake_case`` in GDScript and C++.
Global Scope
------------
Available under ``Godot.GD``.
Some things were moved to their own classes, like Math and Random. See below.
Global functions like ``print``, ``var2str`` and ``weakref`` are located under
``GD`` in C#.
``ERR_*`` constants were moved to ``Godot.Error``.
Math
----
Math functions like ``abs``, ``acos``, ``asin``, ``atan`` and ``atan2`` are
located under ``Mathf`` instead of in global scope.
``PI`` is ``Mathf.PI``
Random
------
Random functions like ``rand_range`` and ``rand_seed`` are located under ``Random``,
so use ``Random.RandRange`` instead of ``rand_range``.
Export keyword
--------------
Use the ``[Export]`` attribute instead of the GDScript ``export`` keyword.
Signal keyword
--------------
Use the ``[Signal]`` attribute instead of the GDScript ``signal`` keyword.
This attribute should be used on a `delegate`, whose name signature will be used to define the signal.
.. code-block:: csharp
[Signal]
delegate void MySignal(string willSendsAString);
See also: :ref:`c_sharp_signals`
Singletons
----------
Singletons provide static methods rather than using the singleton pattern in C#.
This is to make code less verbose and similar to GDScript. Example:
.. code-block:: csharp
Input.IsActionPressed("ui_down")
String
------
Use ``System.String`` (``string``). All the Godot String methods are provided
by the ``StringExtensions`` class as extension methods. Example:
.. code-block:: csharp
string upper = "I LIKE SALAD FORKS";
string lower = upper.ToLower();
There are a few differences though:
* ``erase``: Strings are immutable in C#, so we cannot modify the string
passed to the extension method. For this reason ``Erase`` was added as an
extension method of ``StringBuilder`` instead of string.
Alternatively you can use ``string.Remove``.
* ``IsSubsequenceOf``/``IsSubsequenceOfi``: An additional method is provided
which is an overload of ``IsSubsequenceOf`` allowing to explicitly specify
case sensitivity:
.. code-block:: csharp
str.IsSubsequenceOf("ok"); // Case sensitive
str.IsSubsequenceOf("ok", true); // Case sensitive
str.IsSubsequenceOfi("ok"); // Case insensitive
str.IsSubsequenceOf("ok", false); // Case insensitive
* ``Match``/``Matchn``/``ExprMatch``: An additional method is provided besides
``Match`` and ``Matchn``, which allows to explicitly specify case sensitivity:
.. code-block:: csharp
str.Match("*.txt"); // Case sensitive
str.ExprMatch("*.txt", true); // Case sensitive
str.Matchn("*.txt"); // Case insensitive
str.ExprMatch("*.txt", false); // Case insensitive
Basis
-----
Structs cannot have parameterless constructors in C#, therefore ``new Basis()``
initializes all primitive members to their default value. Use ``Basis.Identity``
for the equivalent to ``Basis()`` in GDScript and C++.
The following methods were converted to properties with their respective names changed:
================ ==================================================================
GDScript C#
================ ==================================================================
get_scale() Scale
================ ==================================================================
Transform2D
-----------
Structs cannot have parameterless constructors in C#, therefore ``new Transform2D()``
initializes all primitive members to their default value.
Please use ``Transform2D.Identity`` for the equivalent to ``Transform2D()`` in GDScript and C++.
The following methods were converted to properties with their respective names changed:
================ ==================================================================
GDScript C#
================ ==================================================================
get_origin() Origin
get_rotation() Rotation
get_scale() Scale
================ ==================================================================
Plane
-----
The following methods were converted to properties with their respective names changed:
================ ==================================================================
GDScript C#
================ ==================================================================
center() Center
================ ==================================================================
Rect2
-----
The following fields were converted to properties with their respective names changed:
================ ==================================================================
GDScript C#
================ ==================================================================
end End
================ ==================================================================
The following methods were converted to properties with their respective names changed:
================ ==================================================================
GDScript C#
================ ==================================================================
get_area() Area
================ ==================================================================
Quat
----
Structs cannot have parameterless constructors in C#, therefore ``new Quat()``
initializes all primitive members to their default value.
Please use ``Quat.Identity`` for the equivalent to ``Quat()`` in GDScript and C++.
Array
-----
*This is temporary. Array is ref-counted, so it will need its own type that wraps the native side.
PoolArrays will also need their own type to be used the way they are meant to.*
================ ==================================================================
GDScript C#
================ ==================================================================
Array object[]
PoolIntArray int[]
PoolByteArray byte[]
PoolFloatArray float[]
PoolStringArray String[]
PoolColorArray Color[]
PoolVector2Array Vector2[]
PoolVector3Array Vector3[]
================ ==================================================================
In some exceptional cases a raw array (``type[]``) may be required instead of a ``List``.
Dictionary
----------
*This is temporary. Array is ref-counted, so it will need its own type that wraps the native side.*
Use ``Dictionary<object, object>``.
Variant
-------
``System.Object`` (``object``) is used in place of ``Variant``.
Communicating with other scripting languages
--------------------------------------------
The methods ``object Object.call(string method, params object[] args)``,
``object Object.get(string field)`` and ``object Object.set(string field, object value)``
are provided to communicate with instances of other
scripting languages via the Variant API.
Other differences
-----------------
``preload``, ``assert`` and ``yield`` as they work in GDScript are currently
not available in C#.
Other differences:
================ ==================================================================
GDScript C#
================ ==================================================================
Color8 Color.Color8
is_inf float.IsInfinity
is_nan float.IsNaN
dict2inst ? TODO
inst2dict ? TODO
load GD.load which is the same as ResourceLoader.load
================ ==================================================================