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Rafał Mikrut 2021-11-11 13:04:53 +01:00 committed by GitHub
commit 4376f08962
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12 changed files with 3777 additions and 41 deletions

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@ -27,6 +27,7 @@ jobs:
doc-test: true
bin: "./bin/godot.linuxbsd.opt.tools.64.mono"
build-mono: true
proj-conv: true
artifact: true
- name: Editor and sanitizers (target=debug, tools=yes, tests=yes, use_asan=yes, use_ubsan=yes)
@ -124,6 +125,17 @@ jobs:
curr="$(pwd)/libvk_swiftshader.so"
sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json
# Test 3.x -> 4.0 project converter
- name: Test project converter
if: ${{ matrix.proj-conv }}
run: |
mkdir converter_test
cd converter_test
touch project.godot
../${{ matrix.bin }} --headless --audio-driver Dummy --validate-convert-to-godot40
cd ..
rm converter_test -rf
# Download and extract zip archive with project, folder is renamed to be able to easy change used project
- name: Download test project
if: ${{ matrix.proj-test }}

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@ -2096,7 +2096,26 @@ bool ClassDB::is_class_enabled(StringName p_class) const {
return ::ClassDB::is_class_enabled(p_class);
}
Array ClassDB::get_variant_method_list(Variant::Type p_type) const {
List<MethodInfo> methods;
Variant::get_method_list_by_type(&methods, p_type);
Array ret;
for (const MethodInfo &E : methods) {
#ifdef DEBUG_METHODS_ENABLED
ret.push_back(E.operator Dictionary());
#else
Dictionary dict;
dict["name"] = E.name;
ret.push_back(dict);
#endif
}
return ret;
}
void ClassDB::_bind_methods() {
::ClassDB::bind_method(D_METHOD("get_variant_method_list", "type"), &ClassDB::get_variant_method_list);
::ClassDB::bind_method(D_METHOD("get_class_list"), &ClassDB::get_class_list);
::ClassDB::bind_method(D_METHOD("get_inheriters_from_class", "class"), &ClassDB::get_inheriters_from_class);
::ClassDB::bind_method(D_METHOD("get_parent_class", "class"), &ClassDB::get_parent_class);

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@ -588,6 +588,7 @@ public:
bool has_method(StringName p_class, StringName p_method, bool p_no_inheritance = false) const;
Array get_method_list(StringName p_class, bool p_no_inheritance = false) const;
Array get_variant_method_list(Variant::Type p_type) const;
PackedStringArray get_integer_constant_list(const StringName &p_class, bool p_no_inheritance = false) const;
bool has_integer_constant(const StringName &p_class, const StringName &p_name) const;

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@ -519,6 +519,7 @@ public:
static String get_callable_error_text(const Callable &p_callable, const Variant **p_argptrs, int p_argcount, const Callable::CallError &ce);
//dynamic (includes Object)
static void get_method_list_by_type(List<MethodInfo> *p_list, Variant::Type p_type);
void get_method_list(List<MethodInfo> *p_list) const;
bool has_method(const StringName &p_method) const;

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@ -1185,6 +1185,51 @@ uint32_t Variant::get_builtin_method_hash(Variant::Type p_type, const StringName
return hash;
}
void Variant::get_method_list_by_type(List<MethodInfo> *p_list, Variant::Type p_type) {
ERR_FAIL_INDEX(p_type, Variant::VARIANT_MAX);
for (const StringName &E : builtin_method_names[p_type]) {
const VariantBuiltInMethodInfo *method = builtin_method_info[p_type].lookup_ptr(E);
ERR_CONTINUE(!method);
MethodInfo mi;
mi.name = E;
//return type
if (method->has_return_type) {
mi.return_val.type = method->return_type;
if (mi.return_val.type == Variant::NIL) {
mi.return_val.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
}
if (method->is_const) {
mi.flags |= METHOD_FLAG_CONST;
}
if (method->is_vararg) {
mi.flags |= METHOD_FLAG_VARARG;
}
if (method->is_static) {
mi.flags |= METHOD_FLAG_STATIC;
}
for (int i = 0; i < method->argument_count; i++) {
PropertyInfo pi;
#ifdef DEBUG_METHODS_ENABLED
pi.name = method->argument_names[i];
#else
pi.name = "arg" + itos(i + 1);
#endif
pi.type = method->get_argument_type(i);
if (pi.type == Variant::NIL) {
pi.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
mi.arguments.push_back(pi);
}
mi.default_arguments = method->default_arguments;
p_list->push_back(mi);
}
}
void Variant::get_method_list(List<MethodInfo> *p_list) const {
if (type == OBJECT) {
Object *obj = get_validated_object();
@ -1192,47 +1237,7 @@ void Variant::get_method_list(List<MethodInfo> *p_list) const {
obj->get_method_list(p_list);
}
} else {
for (const StringName &E : builtin_method_names[type]) {
const VariantBuiltInMethodInfo *method = builtin_method_info[type].lookup_ptr(E);
ERR_CONTINUE(!method);
MethodInfo mi;
mi.name = E;
//return type
if (method->has_return_type) {
mi.return_val.type = method->return_type;
if (mi.return_val.type == Variant::NIL) {
mi.return_val.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
}
if (method->is_const) {
mi.flags |= METHOD_FLAG_CONST;
}
if (method->is_vararg) {
mi.flags |= METHOD_FLAG_VARARG;
}
if (method->is_static) {
mi.flags |= METHOD_FLAG_STATIC;
}
for (int i = 0; i < method->argument_count; i++) {
PropertyInfo pi;
#ifdef DEBUG_METHODS_ENABLED
pi.name = method->argument_names[i];
#else
pi.name = "arg" + itos(i + 1);
#endif
pi.type = method->get_argument_type(i);
if (pi.type == Variant::NIL) {
pi.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
}
mi.arguments.push_back(pi);
}
mi.default_arguments = method->default_arguments;
p_list->push_back(mi);
}
Variant::get_method_list_by_type(p_list, type);
}
}

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@ -176,6 +176,12 @@
Returns the parent class of [code]class[/code].
</description>
</method>
<method name="get_variant_method_list" qualifiers="const">
<return type="Array" />
<argument index="0" name="type" type="int" enum="Variant.Type" />
<description>
</description>
</method>
<method name="instantiate" qualifiers="const">
<return type="Variant" />
<argument index="0" name="class" type="StringName" />

3574
editor/converter.cpp Normal file

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83
editor/converter.h Normal file
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@ -0,0 +1,83 @@
/*************************************************************************/
/* converter.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONVERTER_H
#define CONVERTER_H
#include "core/core_bind.h"
#include "core/io/file_access.h"
#include "core/object/ref_counted.h"
#include "core/string/ustring.h"
class GodotConverter4 {
void rename_enums(String &file_content);
Vector<String> check_for_rename_enums(Vector<String> &file_content);
void rename_classes(String &file_content);
Vector<String> check_for_rename_classes(Vector<String> &file_content);
void rename_gdscript_functions(String &file_content);
Vector<String> check_for_rename_gdscript_functions(Vector<String> &file_content);
void rename_csharp_functions(String &file_content);
Vector<String> check_for_rename_csharp_functions(Vector<String> &file_content);
void rename_gdscript_keywords(String &file_content);
Vector<String> check_for_rename_gdscript_keywords(Vector<String> &file_content);
void custom_rename(String &file_content, String from, String to);
Vector<String> check_for_custom_rename(Vector<String> &file_content, String from, String to);
void rename_common(const char *array[][2], String &file_content);
Vector<String> check_for_rename_common(const char *array[][2], Vector<String> &file_content);
Vector<String> check_for_files();
Vector<String> parse_arguments(const String &line);
int get_end_parenthess(const String &line) const;
String connect_arguments(const Vector<String> &line, int from, int to = -1) const;
String get_starting_space(const String &line) const;
String get_object_of_execution(const String &line) const;
String line_formatter(int current_line, String from, String to, String line);
String simple_line_formatter(int current_line, String old_line, String line);
bool test_single_array(const char *array[][2], bool ignore_second_check = false);
bool test_conversion_single_additional(String name, String expected, void (GodotConverter4::*func)(String &), String what);
bool test_conversion_single_normal(String name, String expected, const char *array[][2], String what);
bool test_array_names();
bool test_conversion();
public:
int converter_validation();
int converter();
};
#endif // CONVERTER_H

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@ -82,6 +82,7 @@
#ifdef TOOLS_ENABLED
#include "editor/converter.h"
#include "editor/doc_data_class_path.gen.h"
#include "editor/doc_tools.h"
#include "editor/editor_node.h"
@ -369,6 +370,8 @@ void Main::print_help(const char *p_binary) {
OS::get_singleton()->print(" -s, --script <script> Run a script.\n");
OS::get_singleton()->print(" --check-only Only parse for errors and quit (use with --script).\n");
#ifdef TOOLS_ENABLED
OS::get_singleton()->print(" --convert-to-godot40 Converts project from Godot 3.x to Godot 4.0.\n");
OS::get_singleton()->print(" --validate-convert-to-godot40 Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.0.\n");
OS::get_singleton()->print(" --export <preset> <path> Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n");
OS::get_singleton()->print(" <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");
OS::get_singleton()->print(" --export-debug <preset> <path> Same as --export, but using the debug template.\n");
@ -974,6 +977,14 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
// Actually handling is done in start().
cmdline_tool = true;
main_args.push_back(I->get());
} else if (I->get() == "--convert-to-godot40") {
// Actually handling is done in start().
cmdline_tool = true;
main_args.push_back(I->get());
} else if (I->get() == "--validate-convert-to-godot40") {
// Actually handling is done in start().
cmdline_tool = true;
main_args.push_back(I->get());
#endif
} else if (I->get() == "--path") { // set path of project to start or edit
@ -1953,6 +1964,8 @@ bool Main::start() {
String _export_preset;
bool export_debug = false;
bool export_pack_only = false;
bool converting_project = false;
bool validating_converting_project = false;
#endif
main_timer_sync.init(OS::get_singleton()->get_ticks_usec());
@ -1968,6 +1981,10 @@ bool Main::start() {
#ifdef TOOLS_ENABLED
} else if (args[i] == "--no-docbase") {
doc_base = false;
} else if (args[i] == "--convert-to-godot40") {
converting_project = true;
} else if (args[i] == "--validate-convert-to-godot40") {
validating_converting_project = true;
} else if (args[i] == "-e" || args[i] == "--editor") {
editor = true;
} else if (args[i] == "-p" || args[i] == "--project-manager") {
@ -2109,6 +2126,18 @@ bool Main::start() {
NativeExtensionAPIDump::generate_extension_json_file("extension_api.json");
return false;
}
if (converting_project) {
int exit_code = GodotConverter4().converter();
OS::get_singleton()->set_exit_code(exit_code);
return false;
}
if (validating_converting_project) {
int exit_code = GodotConverter4().converter_validation();
OS::get_singleton()->set_exit_code(exit_code);
return false;
}
#endif
if (script == "" && game_path == "" && String(GLOBAL_GET("application/run/main_scene")) != "") {

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@ -65,6 +65,8 @@ _arguments \
'--print-fps[print the frames per second to the stdout]' \
'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
'--check-only[only parse for errors and quit (use with --script)]' \
'--convert-to-godot40'converts project from Godot 3.x to Godot 4.0' \
'--validate-convert-to-godot40'shows what elements will be renamed when converting project from Godot 3.x to Godot 4.0' \
'--export[export the project using the given preset and matching release template]:export preset name' \
'--export-debug[same as --export, but using the debug template]:export preset name' \
'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \

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@ -76,6 +76,8 @@ _complete_godot_options() {
--build-solutions
--gdnative-generate-json-api
--test
--convert-to-godot40
--validate-convert-to-godot40
" -- "$1"))
}

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@ -79,6 +79,8 @@ complete -c godot -l print-fps -d "Print the frames per second to the stdout"
# Standalone tools:
complete -c godot -s s -l script -d "Run a script" -r
complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)"
complete -c godot -l convert-to-godot40 -d "Converts project from Godot 3.x to Godot 4.0"
complete -c godot -l validate-convert-to-godot40 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.0"
complete -c godot -l export -d "Export the project using the given preset and matching release template" -x
complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x
complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x