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Let's fix the categories together :) #18711
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What should the categories be, though? If "Nodes" is meant to be a category for all nodes, then it might be best to just infer this in But at the same time I'm not sure that a "Nodes" category is really useful. I remember that at some point we thought about various categories with @bojidar-bg to split the then-monolithic classref XML in separate components, along the lines of |
A category can, but doesn't always map to what a class inherits though. It's often possible to infer it with nodes due to their heavy use of inheritance, but less with resources. There is also no category for animation, network or editor-sepcific classes (the latter is useful when making plugins). 2D and 3D is also very broad, if you unfold Spatial or Node2D you have a plethora of nodes to choose from, so categories seem to make sense to organize them (and they could need support for subcategories). |
I was looking into categories when I started working with the C# bindings but, as you mention, they aren't used correctly. My intention was to put the generated classes in their respective namespace depending of their category. |
@neikeq Mutex? |
Indeed. Semaphore as well. |
Any updates on this? I plan to divide the C# bindings into namespaces (and maybe into assemblies) for 4.0 and it would be great to do this automatically from categories? |
@reduz Later this month I will work on namespaces for C# and it would be great if we could use categories for that. Can we discuss what you have in mind? |
Here's the list of categories currently used:
I'm not even sure where this information is used. Since nothing really happened following to this issue, maybe the best right now would be to get rid of |
We might want to re-add something like this if/when we find a good use case for it and do the effort to categorize all objects in the API properly. Until then, it's better to remove that boilerplate since it's not needed. Closes godotengine#18711.
We might want to re-add something like this if/when we find a good use case for it and do the effort to categorize all objects in the API properly. Until then, it's better to remove that boilerplate since it's not needed. Closes godotengine#18711.
One complaint I hear often about Godot is that it's not possible to sort classes by cateogories, to learn better where each belongs.
Godot has a system of tagging a class with a category:
But this is not really used well and not taken advantage of, I filled those 10 years ago and have not been updated since.
I think we should define categories properly, so it's possible to add options to sort classes by them in the help and documentation. Anyone up for this?
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