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c: registerRegister classes, functions and other symbols to GDScriptRegister classes, functions and other symbols to GDScriptdocumentationImprovements or additions to documentationImprovements or additions to documentationfeatureAdds functionality to the libraryAdds functionality to the library
Description
In Godot, prepending a signal with _ means the signal is hidden and won't be advertised in editor docs or the GDExtension JSON.
See:
- Don't expose underscored signals godotengine/godot#112770
- Hide signals prefixed by underscore godotengine/godot#115199
We need to see what this means for us, in particular:
- For engine/non-Rust signals, the code generator should not create a
signals()._hidden_signal()symbol.- If these are never included in
extension_api.json, this may already be fulfilled.
- If these are never included in
- When registering Rust signals, it should be possible to hide them from Godot.
- Either implicit
_prefix, but I don't like that as a convention, as in Rust it means "unused" rather than "private". - Or explicit
#[signal(hidden)],#[signal(priv)],#[signal(internal)]or so. The latter has prior art in#[class(internal)].
- Either implicit
- Document this in
#[godot_api].
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c: registerRegister classes, functions and other symbols to GDScriptRegister classes, functions and other symbols to GDScriptdocumentationImprovements or additions to documentationImprovements or additions to documentationfeatureAdds functionality to the libraryAdds functionality to the library