Add a simple C# .editorconfig

This commit is contained in:
Aaron Franke 2021-07-22 19:56:37 -04:00
parent b918c4c3ce
commit 5f8275d9ac
No known key found for this signature in database
GPG Key ID: 40A1750B977E56BF
30 changed files with 110 additions and 124 deletions

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@ -13,7 +13,7 @@ trim_trailing_whitespace = true
indent_style = space
indent_size = 4
[{*.{py,cs},SConstruct,SCsub}]
[{*.py,SConstruct,SCsub}]
indent_style = space
indent_size = 4
@ -21,7 +21,3 @@ indent_size = 4
[*.{yml,yaml}]
indent_style = space
indent_size = 2
[*.{csproj,props,targets,nuspec}]
indent_style = space
indent_size = 2

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@ -0,0 +1,14 @@
[*.sln]
indent_style = tab
[*.{csproj,props,targets,nuspec,resx}]
indent_style = space
indent_size = 2
[*.cs]
indent_style = space
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true
max_line_length = 120
csharp_indent_case_contents_when_block = false

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@ -15,8 +15,9 @@
<PackageProjectUrl>$(RepositoryUrl)</PackageProjectUrl>
<PackageLicenseExpression>MIT</PackageLicenseExpression>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild> <!-- Generates a package at build -->
<IncludeBuildOutput>false</IncludeBuildOutput> <!-- Do not include the generator as a lib dependency -->
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
<!-- Do not include the generator as a lib dependency -->
<IncludeBuildOutput>false</IncludeBuildOutput>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.CodeAnalysis.CSharp" Version="3.8.0" PrivateAssets="all" />

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@ -353,4 +353,3 @@ healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/

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@ -114,7 +114,6 @@ namespace GodotTools.IdeMessaging.CLI
}
ExitMainLoop:
await forwarder.WriteLineToOutput("Event=Quit");
}

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@ -3,7 +3,8 @@
<ProjectGuid>{27B00618-A6F2-4828-B922-05CAEB08C286}</ProjectGuid>
<TargetFramework>net472</TargetFramework>
<LangVersion>7.2</LangVersion>
<GodotApiConfiguration>Debug</GodotApiConfiguration> <!-- The Godot editor uses the Debug Godot API assemblies -->
<!-- The Godot editor uses the Debug Godot API assemblies -->
<GodotApiConfiguration>Debug</GodotApiConfiguration>
<GodotSourceRootPath>$(SolutionDir)/../../../../</GodotSourceRootPath>
<GodotOutputDataDir>$(GodotSourceRootPath)/bin/GodotSharp</GodotOutputDataDir>
<GodotApiAssembliesDir>$(GodotOutputDataDir)/Api/$(GodotApiConfiguration)</GodotApiAssembliesDir>

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@ -1,16 +1,10 @@
// file: core/math/aabb.h
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/math/aabb.cpp
// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,10 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
namespace Godot

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@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using System.Dynamic;

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@ -1,12 +1,11 @@
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
// TODO: Add comments describing what this class does. It is not obvious.

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@ -1,4 +1,3 @@
using System;
using System.Diagnostics;
namespace Godot

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@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Godot
{

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@ -1,12 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
namespace Godot
{
using Array = Godot.Collections.Array;
using Dictionary = Godot.Collections.Dictionary;
static class MarshalUtils
{
/// <summary>

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@ -1,9 +1,9 @@
using System;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
namespace Godot
{
@ -14,13 +14,15 @@ namespace Godot
/// <summary>
/// The circle constant, the circumference of the unit circle in radians.
/// </summary>
public const real_t Tau = (real_t) 6.2831853071795864769252867666M; // 6.2831855f and 6.28318530717959
// 6.2831855f and 6.28318530717959
public const real_t Tau = (real_t)6.2831853071795864769252867666M;
/// <summary>
/// Constant that represents how many times the diameter of a circle
/// fits around its perimeter. This is equivalent to `Mathf.Tau / 2`.
/// </summary>
public const real_t Pi = (real_t) 3.1415926535897932384626433833M; // 3.1415927f and 3.14159265358979
// 3.1415927f and 3.14159265358979
public const real_t Pi = (real_t)3.1415926535897932384626433833M;
/// <summary>
/// Positive infinity. For negative infinity, use `-Mathf.Inf`.
@ -34,8 +36,10 @@ namespace Godot
/// </summary>
public const real_t NaN = real_t.NaN;
private const real_t Deg2RadConst = (real_t) 0.0174532925199432957692369077M; // 0.0174532924f and 0.0174532925199433
private const real_t Rad2DegConst = (real_t) 57.295779513082320876798154814M; // 57.29578f and 57.2957795130823
// 0.0174532924f and 0.0174532925199433
private const real_t Deg2RadConst = (real_t)0.0174532925199432957692369077M;
// 57.29578f and 57.2957795130823
private const real_t Rad2DegConst = (real_t)57.295779513082320876798154814M;
/// <summary>
/// Returns the absolute value of `s` (i.e. positive value).
@ -515,7 +519,8 @@ namespace Godot
/// <returns>One of three possible values: `1`, `-1`, or `0`.</returns>
public static int Sign(int s)
{
if (s == 0) return 0;
if (s == 0)
return 0;
return s < 0 ? -1 : 1;
}
@ -526,7 +531,8 @@ namespace Godot
/// <returns>One of three possible values: `1`, `-1`, or `0`.</returns>
public static int Sign(real_t s)
{
if (s == 0) return 0;
if (s == 0)
return 0;
return s < 0 ? -1 : 1;
}

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@ -1,10 +1,9 @@
using System;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
namespace Godot
{

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@ -1,10 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{
@ -177,7 +177,7 @@ namespace Godot
return null;
}
return from + dir * -dist;
return from - (dir * dist);
}
/// <summary>
@ -206,7 +206,7 @@ namespace Godot
return null;
}
return begin + segment * -dist;
return begin - (segment * dist);
}
/// <summary>

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@ -1,10 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,10 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -124,7 +124,7 @@ namespace Godot
instance = instance.Substring(2);
}
return sign * Convert.ToInt32(instance, 2);;
return sign * Convert.ToInt32(instance, 2);
}
// <summary>
@ -798,8 +798,11 @@ namespace Godot
case '?':
return instance.Length > 0 && instance[0] != '.' && ExprMatch(instance.Substring(1), expr.Substring(1), caseSensitive);
default:
if (instance.Length == 0) return false;
return (caseSensitive ? instance[0] == expr[0] : char.ToUpper(instance[0]) == char.ToUpper(expr[0])) && ExprMatch(instance.Substring(1), expr.Substring(1), caseSensitive);
if (instance.Length == 0)
return false;
if (caseSensitive)
return instance[0] == expr[0];
return (char.ToUpper(instance[0]) == char.ToUpper(expr[0])) && ExprMatch(instance.Substring(1), expr.Substring(1), caseSensitive);
}
}

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@ -1,10 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,10 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,16 +1,10 @@
// file: core/math/math_2d.h
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/math/math_2d.cpp
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,11 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,16 +1,10 @@
// file: core/math/vector3.h
// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
// file: core/math/vector3.cpp
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
// file: core/variant_call.cpp
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{

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@ -1,11 +1,10 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
using System;
using System.Runtime.InteropServices;
namespace Godot
{