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TypeScript decorators can used for pure property members now
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Geequlim committed Jun 25, 2020
1 parent 941e4fc commit de5323b
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Showing 2 changed files with 19 additions and 15 deletions.
11 changes: 7 additions & 4 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -167,6 +167,10 @@ export default class InputLine extends godot.HBoxContainer {

static readonly Signal = Signal;

// register offset property to godot inspector with default value Vector2(0, 0)
@property(godot.Vector2.ZERO)
offset: Vector2;

// register properties for godot editor inspector
@property("Title")
get title() { return this._title; }
Expand All @@ -189,13 +193,12 @@ export default class InputLine extends godot.HBoxContainer {
}
private _hint: string;


get label(): godot.Label { return this.label; }
get label(): godot.Label { return this._label; }
protected _label: godot.Label;

// call get_node('LineEdit') and assign the returen value to 'edit' automatically when the node is ready
// call get_node('LineEdit') and assign the returen value to 'this.edit' automatically when the node is ready
@onready('LineEdit')
get edit(): godot.LineEdit { return null; }
edit: godot.LineEdit;

get text(): string {
return this.edit?.text;
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23 changes: 12 additions & 11 deletions misc/decorators.ts
Original file line number Diff line number Diff line change
Expand Up @@ -23,10 +23,7 @@ export function signal<T extends godot.Object>(name: string) {
*/
export function signals<T extends godot.Object>(signals: {[key: string]: any} | string[]) {
return function (target: new() => T) {
let keys: string[] = [];
if (!Array.isArray) {
keys = Object.getOwnPropertyNames(signals);
}
let keys: string[] = Array.isArray(signals) ? signals : Object.getOwnPropertyNames(signals);
for (const signal of keys) {
godot.register_signal(target, signal);
}
Expand All @@ -38,7 +35,7 @@ export function signals<T extends godot.Object>(signals: {[key: string]: any} |
* @param value The default value of the property
*/
export function property<T extends godot.Object>(value) {
return function (target: T, property: string, descriptor) {
return function (target: T, property: string, descriptor?: any) {
godot.register_property(target, property, value);
return descriptor;
}
Expand All @@ -50,7 +47,7 @@ export function property<T extends godot.Object>(value) {
* @param default_value The default value of the property
*/
export function enum_property<T extends godot.Object>(enumeration: string[], default_value?: string|number) {
return function (target: T, property: string, descriptor) {
return function (target: T, property: string, descriptor?: any) {
const pi: godot.PropertyInfo = {
hint: godot.PropertyHint.PROPERTY_HINT_ENUM,
type: typeof(default_value) === 'string' ? godot.TYPE_STRING : godot.TYPE_INT,
Expand All @@ -73,13 +70,17 @@ export function enum_property<T extends godot.Object>(enumeration: string[], def
* @param path The path or the type to get the node
*/
export function onready<T extends godot.Node>(path: string | (new()=>godot.Node)) {
return function (target: T, property: string, descriptor) {
return function (target: T, property: string, descriptor?: any) {
const key = `__on_ready_value:${property}`;
descriptor = descriptor || {};
descriptor.set = function(v) { this[key] = v; };
descriptor.get = function() {
const key = `__on_ready_value:${property}`;
if (!this[key]) {
this[key] = (this as godot.Node).get_node(path as (new()=>godot.Node));
let v = this[key];
if (!v) {
v = (this as godot.Node).get_node(path as (new()=>godot.Node));
this[key] = v;
}
return this[key];
return v;
};
return descriptor;
}
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