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Allow configuring the script filename casing rule #78119

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merged 1 commit into from
Mar 5, 2024

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RedMser
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@RedMser RedMser commented Jun 11, 2023

Supersedes #41991
Closes godotengine/godot-proposals#1211
Bugsquad edit: Closes godotengine/godot-proposals#5956

  • Add a project setting editor/naming/script_name_casing which works similar to the scene equivalent.
    • Defaults to "Auto", which detects the casing based on the preference of the currently selected language (C# for example prefers PascalCase whereas GDScript prefers snake_case).
  • Also simplify the code a bit. It seemed to do path reformatting logic in both config and _language_changed. And the logic was also overly complex, with the amount of helper methods available to manipulate strings as file paths.
  • Finally, add kebab-case to editor/naming/scene_name_casing for consistency, as it has also been added for script name.

TODO

  • Add kebab casing, since some languages like JavaScript and TypeScript would need this.
  • Test the logic with multiple languages in the dropdown (I'd be thankful if someone who's running Linux could try the Mono build).
  • Find out what get_recognized_extensions is and how it differs from get_extension. One is for the resource loader/saver, the other is for the script language.
  • ScriptLanguageExtension changes cause an error that I can not figure out. Needed to bind the enum, fixed.

@KoBeWi
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KoBeWi commented Sep 30, 2023

There is a minor issue where adding script to Node2D with pascal case will name the script Node2d. Not sure how to fix it best tbh. Probably it's not important, because scripts are supposed to have different name.

@fire
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fire commented Oct 2, 2023

Do you think this can be in for Godot Engine 4.2?

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KoBeWi commented Oct 2, 2023

We are in feature freeze, so probably not.
But the change seems rather safe.

@RedMser RedMser force-pushed the script-filename-casing branch 2 times, most recently from 21d079e to 882eb30 Compare February 8, 2024 14:21
@RedMser RedMser requested a review from KoBeWi February 8, 2024 14:56
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fire commented Feb 12, 2024

Do you think this can be in for Godot Engine 4.3?

Edited: There are some github actions problems preventing merge.

@RedMser
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RedMser commented Feb 12, 2024

There are some github actions problems preventing merge.

It does not seem related to my changes, so I assume it's a problem with the tests.
I don't see an option to retry the pipeline, so I will do another rebase to latest master.

@raulsntos
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Tried the Mono build on Linux and found these issues:

  • Since the logic is no longer re-executed when changing the language, and GDScript is the default language, the first time a user creates a C# script they have to manually fix the script path.
    image
  • When creating a new script from the attach button, converting node names like PascalCaseNode, snake_case_node, and kebab-case-node all works when the selected language is GDScript (it converts them all to snake_case). But when the selected language is C#, it fails to convert kebab-case to PascalCase (the others were converted successfully to PascalCase).
    image

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RedMser commented Feb 28, 2024

@raulsntos Thanks for testing! I believe I've fixed both issues, as well as cleaning up the code further (it had a confusingly named variable "current_language" which contained outdated values after my changes).

@fire fire requested a review from a team February 29, 2024 01:48
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Works as expected now, thank you!

core/object/script_language.h Outdated Show resolved Hide resolved
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@akien-mga akien-mga modified the milestones: 4.x, 4.3 Feb 29, 2024
Defaults to "Auto", which detects the casing based on the
preference of the currently selected language (C# for example
prefers PascalCase whereas GDScript prefers snake_case).
@akien-mga akien-mga merged commit 897e2d9 into godotengine:master Mar 5, 2024
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@akien-mga
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Thanks!

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