Add tests and fix exports diagnostics

- Add tests for the following diagnostics: GD0101, GD0102, GD0103, GD0104, GD0105, GD0106, GD0107.
- Fix GD0101 not being reported any more (was filtering static classes before reporting).
- Fix GD0107 not preventing `Node` members from being exported from not-`Node` types.
This commit is contained in:
Paul Joannon
2024-02-18 14:40:31 +01:00
parent b7145638d5
commit 88ad4e6c24
19 changed files with 242 additions and 9 deletions
@@ -0,0 +1,21 @@
partial class ExportDiagnostics_GD0106_OK
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
#if TOOLS
/// <summary>
/// Get the default values for all properties declared in this class.
/// This method is used by Godot to determine the value that will be
/// used by the inspector when resetting properties.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant> GetGodotPropertyDefaultValues()
{
var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(1);
int __MyProperty_default_value = default;
values.Add(PropertyName.MyProperty, global::Godot.Variant.From<int>(__MyProperty_default_value));
return values;
}
#endif // TOOLS
#pragma warning restore CS0109
}
@@ -0,0 +1,23 @@
partial class ExportDiagnostics_GD0107_OK
{
#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword
#if TOOLS
/// <summary>
/// Get the default values for all properties declared in this class.
/// This method is used by Godot to determine the value that will be
/// used by the inspector when resetting properties.
/// Do not call this method.
/// </summary>
[global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]
internal new static global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant> GetGodotPropertyDefaultValues()
{
var values = new global::System.Collections.Generic.Dictionary<global::Godot.StringName, global::Godot.Variant>(2);
global::Godot.Node __NodeProperty_default_value = default;
values.Add(PropertyName.NodeProperty, global::Godot.Variant.From<global::Godot.Node>(__NodeProperty_default_value));
global::Godot.Node __NodeField_default_value = default;
values.Add(PropertyName.NodeField, global::Godot.Variant.From<global::Godot.Node>(__NodeField_default_value));
return values;
}
#endif // TOOLS
#pragma warning restore CS0109
}