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Type-safe signals from Godot-defined structs #1108
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I just implemented this, see linked PR 🙂 |
Awesome! |
Can you be specific? So far, signals are only defined on the classes that declare them, not derived ones.
Yes, signal implementation is an incremental process, and 1 PR being merged doesn't mean "every feature one can ever wish for is now there" 😀 see also #1112 (comment). Whether it's a good idea depends on your use case. I don't expect major breaking changes, and in several places it's already much better than the alternative (untyped signals). But of course, it still needs ironing out, and suggestions on how to implement things are welcome. Fun coincidence: 😎 |
I meant more like, because it's an incremental process, when I start using type-safe signals now, I will probably run into missing or buggy functionality, at which point it is unclear to me if I should open another issue or if that's already known, just not implemented.
Specifically, the |
That's because Part of #1112 is to come up with a mechanism that allows inheritance of signals, to give the illusion that |
I just saw that type-safe signals have recently been added to godot-rust, including a chapter in the book. That chapter solely focuses on signals defined in custom classes. Is there a way to use signals defined by the Godot library in types like
Node
in a type-safe way? Is this still work in progress (considering it's just on the master branch, not a released version)?The text was updated successfully, but these errors were encountered: