Merge pull request #62030 from KoBeWi/SetName/GetName

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Rémi Verschelde 2022-06-14 18:23:39 +02:00 committed by GitHub
commit 5b759ff160
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3 changed files with 9 additions and 9 deletions

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@ -1196,7 +1196,7 @@ Array Object::_get_signal_list() const {
return ret;
}
Array Object::_get_signal_connection_list(const String &p_signal) const {
Array Object::_get_signal_connection_list(const StringName &p_signal) const {
List<Connection> conns;
get_all_signal_connections(&conns);
@ -1422,11 +1422,11 @@ void Object::_disconnect(const StringName &p_signal, const Callable &p_callable,
}
}
void Object::_set_bind(const String &p_set, const Variant &p_value) {
void Object::_set_bind(const StringName &p_set, const Variant &p_value) {
set(p_set, p_value);
}
Variant Object::_get_bind(const String &p_name) const {
Variant Object::_get_bind(const StringName &p_name) const {
return get(p_name);
}

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@ -524,10 +524,10 @@ private:
bool _has_user_signal(const StringName &p_name) const;
Error _emit_signal(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
Array _get_signal_list() const;
Array _get_signal_connection_list(const String &p_signal) const;
Array _get_signal_connection_list(const StringName &p_signal) const;
Array _get_incoming_connections() const;
void _set_bind(const String &p_set, const Variant &p_value);
Variant _get_bind(const String &p_name) const;
void _set_bind(const StringName &p_set, const Variant &p_value);
Variant _get_bind(const StringName &p_name) const;
void _set_indexed_bind(const NodePath &p_name, const Variant &p_value);
Variant _get_indexed_bind(const NodePath &p_name) const;

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@ -325,7 +325,7 @@
</method>
<method name="get" qualifiers="const">
<return type="Variant" />
<argument index="0" name="property" type="String" />
<argument index="0" name="property" type="StringName" />
<description>
Returns the [Variant] value of the given [code]property[/code]. If the [code]property[/code] doesn't exist, this will return [code]null[/code].
[b]Note:[/b] In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).
@ -399,7 +399,7 @@
</method>
<method name="get_signal_connection_list" qualifiers="const">
<return type="Array" />
<argument index="0" name="signal" type="String" />
<argument index="0" name="signal" type="StringName" />
<description>
Returns an [Array] of connections for the given [code]signal[/code].
</description>
@ -490,7 +490,7 @@
</method>
<method name="set">
<return type="void" />
<argument index="0" name="property" type="String" />
<argument index="0" name="property" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
Assigns a new value to the given property. If the [code]property[/code] does not exist or the given value's type doesn't match, nothing will happen.