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fix: generating declaration file inside editor #190
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Hi, I would also like the d.ts file to be generated correctly and I would be happy to help in archiving this. Currently, when I try to use this pr branch, I get around 218 missing declaration errors: 107978 set_pose(name: StringName | string, transform: Transform3D, linear_velocity: Vector3, angular_velocity: Vector3, tracking_confidence: XRPose.TrackingConfidence) : void; godot.d.ts:108058:24 - error TS2304: Cannot find name 'Transform3D'. 108058 static world_origin: Transform3D; godot.d.ts:108086:32 - error TS2304: Cannot find name 'Transform3D'. 108086 static get_hmd_transform() : Transform3D; godot.d.ts:108095:29 - error TS2304: Cannot find name 'Dictionary'. 108095 static get_interfaces() : Dictionary[]; godot.d.ts:108098:34 - error TS2304: Cannot find name 'Transform3D'. 108098 static get_reference_frame() : Transform3D; godot.d.ts:108119:31 - error TS2304: Cannot find name 'Transform3D'. 108119 static get_world_origin() : Transform3D; godot.d.ts:108122:36 - error TS2304: Cannot find name 'Transform3D'. 108122 static set_world_origin(p_value: Transform3D) : void; godot.d.ts:111135:36 - error TS2304: Cannot find name 'Dictionary'. 111135 static get_global_class_list() : Dictionary[]; [12:28:23 PM] Found 218 errors. Watching for file changes.` And indeed, these types are not generated. Are they supposed to come from somewhere else or am I missing something? |
I see Transform3D generated as Transform btw. But nothing like Dictionary. |
@SebastianAtWork I played with this a bit and resolved the Transform3D and Dictionary issue. Using this PR's branch: You should be able to fix Transform3D by going into For In static String get_type_name(const String &p_type) {
if (p_type.is_empty() || p_type == "void")
return "void";
if (p_type.ends_with("[]")) {
String base_type = p_type.substr(0, p_type.length() - 2);
return "Array<" + get_type_name(base_type) + ">";
}
if (p_type == "int" || p_type == "float")
return "number";
if (p_type == "bool")
return "boolean";
if (p_type == "String" || p_type == "NodePath")
return "string";
if (p_type == "Array")
return "any[]";
if (p_type == "Dictionary")
return "object";
if (p_type == "Variant" || p_type.contains("*"))
return "any";
if (p_type == "StringName")
return "StringName | string";
return p_type;
} |
godot.d.ts
file for version 4.1