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#![allow(clippy::doc_markdown)]
//! [![Rust](https://github.com/wyattjsmith1/gdrust/actions/workflows/rust.yml/badge.svg?branch=master&event=push)](https://github.com/wyattjsmith1/gdrust/actions/workflows/rust.yml)
//!
//! A library for making [`gdnative-rust`](https://github.com/godot-rust/godot-rust) a bit more
//! GdScript-like. This contains two main parts:
//!
//! 1. A `#[gdrust]` macro for simplifying some rust code and making it more GdScript-like.
//! 2. A set of "unsafe" functions to make things more concise at the risk of crashing.
//!
//! # Goals
//! Ultimately, the goal of this project is rust development for Godot more concise in 90% of cases. There may
//! be some edge cases only "true" rust can resolve, and this project should not comprimise its
//! simplicity for the sake of covering every case.
//!
//! # Current State
//! Right now, this project is in an early alpha state. The documented parts should work as expected,
//! but the api is likely to change.
//!
//! # Getting Started
//! `gdrust` surfs on [`gdnative-rust`](https://github.com/godot-rust/godot-rust), so you must have
//! [`gdnative-rust`](https://github.com/godot-rust/godot-rust) setup before you start looking at
//! `gdrust`. Follow their [Getting Started Guide](https://godot-rust.github.io/#installation).
//!
//! Once `gdnative-rust` is installed, you can install `gdrust` by adding it as a dependency.
//! Unfortunately, due to the way `gdnative-rust` macros work, you must have both `gdnative-rust`
//! and `gdrust` added as dependencies side-by-side, and you must choose compatible versions. See the
//! "Compatibilty" section below.
//! ```toml
//! [dependencies]
//! gdnative = "0.9.3"
//! gdrust = { git = "https://github.com/wyattjsmith1/gdrust.git" }
//! ```
//!
//! Once installed, simply use the `gdrust` macro:
//! ```
//! use gdrust::macros::gdrust;
//! use gdnative::api::Node;
//!
//! #[gdrust(extends = Node)]
//! struct HelloWorld {
//!     #[export]
//!     #[default(10)]
//!     test: u64,
//! }
//! ```
//! That's it!
//!
//! Read more below for details and gotchas with exporting properties and signals, as well as an
//! in-depth comprehensive example.
//!
//! # `#[gdrust]` Macro
//!
//! ## Exporting classes
//! Anything in a `#[gdrust]` macro is avaliable for export.
//! ```
//!# use gdnative::prelude::*;
//!# use gdrust::macros::gdrust;
//! #[gdrust(extends = Node)]
//! pub struct ClassName {
//!    // Same as `class_name ClassName extends Node` in GdScript.
//! }
//! ```
//! The `extends = {classname}` is optional, and may be omitted if you are just extending `Object`:
//! ```
//! #[gdrust::macros::gdrust]
//! struct ClassName {
//!     // Same as `class_name ClassName extends Object` in GdScript.
//! }
//! ```
//!
//! You can still have custom derives and attributes on your class. Any attributes on the `struct` will
//! be added:
//! ```
//! #[gdrust::macros::gdrust]
//! #[derive(Debug)]
//! struct ClassName {
//!     // `ClassName` will derive `Debug`
//! }
//! ```
//!
//! After you create the class and export properties and signals, create your `impl` block as
//! usual. Note, you should not create the `new` function. That is provided by the macro:
//! ```
//!# use gdnative::prelude::*;
//!# use gdnative::api::*;
//!# #[gdrust::macros::gdrust(extends = KinematicBody)]
//!# #[derive(Debug)]
//!# struct ClassName;
//!
//! #[gdnative::methods]
//! impl ClassName {
//!     #[export]
//!     fn _ready(&self, _owner: TRef<KinematicBody>) {
//!         gdnative::godot_print!("Hello World!")
//!     }
//! }
//! ```
//!
//! ## Exporting Properties
//! The syntax for exporting properties is intended to mirror GdScript as closely as possible. Due
//! to the upcoming 4.0 release, `gdrust` uses the [4.0 exports](https://docs.godotengine.org/en/latest/tutorials/scripting/gdscript/gdscript_exports.html).
//! You can read all about the different types of exports there.
//!
//! In general, use attribute syntax (`#[export_...]`), and remove the `@` at the start of GdScript
//! export. For example:
//! ```gdscript
//! @export_range(1, 10, 2, "or_greater") var my_range: int
//! ```
//! Becomes:
//! ```
//!# #[gdrust::macros::gdrust]
//!# pub struct Test {
//! #[export_range(1, 10, 2, "or_greater")]
//! my_range: i32 // or i64 if you want
//!# }
//! ```
//!
//! Everything should be implemented as defined in Godot's docs except for the following:
//!
//! 1. `#[no_export]` can be used to not export a variable. This should be used for all Rust-native
//! types (doesn't implement `Export`) or if you want the variable to be "private".
//! 2. The 4.0 docs define `@export_node_path(Type1, Type2)` as a way to export a `NodePath` which
//! only matches nodes with given types. This is partially implemented, but won't be finished until
//! 4.0 because there is currently not export hint for NodePaths. You can currently include this
//! export in your code, but it will allow a `NodePath` to any type.
//! 3. Nullability is handled with an `Option`.
//! 4. Every exported property will require both a type and a default value. If no default value is
//! provided, `Default::default()` will be used. If you are referencing a Godot
//! object and not a "primitive", this must be wrapped in a `Ref`.
//! 5. Currently, arrays are not supported. This is simply because I am not confident the syntax
//! has been finalized. On Godot's site, it shows the traditional `export(Array, int) var ints = [1, 2, 3]`.
//! I am guessing they will switch to some sort of `@export_array` style. Once that is finalized,
//! adding it should be easy.
//!
//! ### Default
//! You may set a custom default value using the `#[default(value)]` annotation. If it is not defined,
//! `Default::default()` is used.
//!
//! ## Exporting Signals
//! The syntax for exporting signals is also intended to mirror [GdScript](https://docs.godotengine.org/en/latest/getting_started/step_by_step/signals.html#custom-signals)
//! as closely as possible. The syntax is:
//! ```
//!# use gdrust::macros::gdrust;
//! #[gdrust]
//! #[signal(signal_name(arg_name: I64, arg2_name: F64 = 10.0))]
//! #[signal(other_signal(arg_name: Bool = true, arg2_name: GodotString = "default"))]
//! struct Class;
//! ```
//!
//! Similar to properties, there are a few gotchas with signals:
//!
//! 1. Like properties, every signal must have a type. Unlike properties, the type must be one of:
//!   - A [`VariantType`](https://docs.rs/gdnative/0.9.3/gdnative/core_types/enum.VariantType.html)
//!   - A Godot object without a `Ref` (like a `KinematicBody`).
//!
//!   I know this is a little weird, and I'd like to smooth it out a bit. Suggestions are welcome.
//!
//! 2. Unlike GdScript, `gdrust` signal arguments may have optional default values.
//!
//! When a signal is exported, there will be a `const` with its name. Look at the `simple_signal`
//! signal in the example below to see how it can be used.
//!
//! ## Comprehensive Example
//! This example should contain all possibilities for exporting properties and signals. It is used
//! for testing as well.
//! ```
//!use gdnative::api::{KinematicBody, Node, RigidBody, Texture};
//!use gdnative::prelude::{Color, InitHandle, NodePath, ToVariant};
//!use gdnative::{godot_init, Ref, TRef};
//!use gdrust::macros::gdrust;
//!
//! #[gdrust(extends = Node)]
//! #[signal(my_signal(arg1: F64, arg2: GodotString = "test".to_string()))]
//! #[signal(simple_signal(arg:I64))]
//! #[derive(Debug)]
//! struct HelloWorld {
//!     #[export]
//!     #[default(10)]
//!     test_a: u8,
//!
//!     #[no_export]
//!     test_failure: u8,
//!
//!     #[default(10.0)]
//!     test_c: f32,
//!
//!     #[export_range(0.0, 10.0)]
//!     simple_range: f32,
//!
//!     #[export_range(0, 10, 2)]
//!     #[default(2)]
//!     step_range: u8,
//!
//!     #[export_range(0, 10, "or_lesser")]
//!     #[default(10)]
//!     simple_range_or_lesser: u64,
//!
//!     #[export_range(0.0, 10.0, 1.5, "or_lesser")]
//!     #[default(10.0)]
//!     simple_range_step_or_lesser: f64,
//!
//!     #[export_range(0, 10, "or_greater")]
//!     #[default(10)]
//!     simple_range_or_greater: u64,
//!
//!     #[export_range(0, 10, 10, "or_greater")]
//!     #[default(10)]
//!     simple_range_step_or_greater: u64,
//!
//!     #[export_range(0, 10, 10, "or_lesser", "or_greater")]
//!     #[default(10)]
//!     range_with_all: u64,
//!
//!     #[export]
//!     texture: Option<Ref<Texture>>,
//!
//!     #[export_enum("This", "is", "a", "test")]
//!     #[default("This".to_string())]
//!     string_enum: String,
//!
//!     #[export_enum("This", "will", "be", "enum", "ordinals")]
//!     int_enum: u32,
//!
//!     #[export_file]
//!     file: String,
//!
//!     #[export_file("*.png")]
//!     png_file: String,
//!
//!     #[export_dir]
//!     dir: String,
//!
//!     #[export_global_file("*.png")]
//!     glob_file: String,
//!
//!     #[export_global_dir]
//!     glob_dir: String,
//!
//!     #[export_multiline]
//!     #[default("This\nis\nmultiline\ntext".to_string())]
//!     multiline: String,
//!
//!     #[export_exp_range(0.0, 10.0)]
//!     simple_exp_range: f32,
//!
//!     #[export_exp_range(0, 10, 2)]
//!     #[default(2)]
//!     step_exp_range: u8,
//!
//!     #[export_exp_range(0, 10, "or_lesser")]
//!     #[default(10)]
//!     simple_exp_range_or_lesser: u64,
//!
//!     #[export_exp_range(0.0, 10.0, 1.5, "or_lesser")]
//!     #[default(10.0)]
//!     simple_exp_range_step_or_lesser: f64,
//!
//!     #[export_exp_range(0, 10, "or_greater")]
//!     #[default(10)]
//!     simple_exp_range_or_greater: u64,
//!
//!     #[export_exp_range(0, 10, 10, "or_greater")]
//!     #[default(10)]
//!     simple_exp_range_step_or_greater: u64,
//!
//!     #[export_exp_range(0, 10, 10, "or_lesser", "or_greater")]
//!     #[default(10)]
//!     exp_range_with_all: u64,
//!
//!     #[export]
//!     #[default(Color::rgba(0.0, 0.0, 0.0, 0.5))]
//!     color: Color,
//!
//!     #[export_color_no_alpha]
//!     #[default(Color::rgb(0.0, 0.0, 0.0))]
//!     color_no_alpha: Color,
//!
//!     #[export_flags("Fire", "Water", "Earth", "Wind")]
//!     spell_elements: u32,
//!
//!     // TODO: NodePath types are only supported in 4.0
//!     #[export_node_path(KinematicBody, RigidBody)]
//!     physics_body: NodePath,
//!
//!     #[export_flags_2d_physics]
//!     layers_2d_physics: u32,
//!
//!     #[export_flags_2d_render]
//!     layers_2d_render: u32,
//!
//!     #[export_flags_3d_physics]
//!     layers_3d_physics: u32,
//!
//!     #[export_flags_3d_render]
//!     layers_3d_render: u32,
//! }
//!
//! #[gdnative::methods]
//! impl HelloWorld {
//!     #[export]
//!     fn _ready(&self, owner: TRef<Node>) {
//!         gdnative::godot_print!("Hello World!");
//!         gdnative::godot_dbg!(self);
//!         owner
//!            .upcast::<Node>()
//!            .emit_signal(Self::SIMPLE_SIGNAL, &[0.to_variant()]);
//!     }
//! }
//! ```
//!
//! ## Pros and Cons
//! Like any piece of software, this is not without it's issues. This list is intended to accurately
//! document the pros and cons to help people decide if this is the right project for them.
//!
//! ### Pros
//!
//! 1. Simplifies the `ClassBuilder` chain and makes the code look more GdScripty
//! 2. Generates a `new`
//! 3. Synchronizes the property default with the `new` default. No more changing the default
//! property value and not having it reflected in code.
//!
//! ### Cons
//! 1. Like many macros, when the input is correct, they work great. When the input is invalid,
//! they give obscure error messages. I am trying to cover most of the common error cases with clear
//! messages. If you see weird message, open an issue and I will help you out. In general, `#[export*`s
//! should always use the same type of literals (all ints or all floats).
//!
//! # Unsafe Functions
//! One of the great things about rust is that it forces you to handle every possible case to ensure
//! the runtime goes smoothly. One issue with this is game development is full of "well, I hope this
//! works" cases in which error handling is ignored until runtime.
//!
//! For example, let's say you want to get a child node and call `set_emitting()` on it. In
//! `gdnative-rust`, you would do this:
//! ```
//!# use gdnative::api::Particles;
//!# fn test(owner: gdnative::TRef<Particles>) {
//! unsafe {
//!     owner.get_node("Particles")
//!         .unwrap()
//!         .assume_safe()
//!         .cast::<Particles>()
//!         .unwrap()
//!         .set_emitting(true);
//! }
//!# }
//! ```
//! Compare to GdStript (without the $ sugar):
//! ```gdscript
//! get_node("Particles").start_emitting()
//! ```
//! Yes, the static typing does cause some verbosity in the rust example, but this is still a lot.
//! `gdrust` exposes a cleaner method:
//! ```
//!# use gdnative::api::Particles;
//!# use gdrust::unsafe_functions::node_ext::NodeExt;
//!# fn test(owner: gdnative::TRef<Particles>) {
//! owner.expect_node::<Particles, _>("Particles").set_emitting(true)
//!# }
//! ```
//! Not quite as concise as GdScript, but still more concise than `gdnative-rust`. One thing to note:
//! this function almost literally translates to the code above. There is an explicit `unsafe` block,
//! and a variety of unwraps. This is very unsafe, but when will this fail? Only if you request an
//! invalid node, or break the memory model. Rust is designed to make you recover, but how do you
//! recover from a missing node at runtime? You will probably just `unwrap` anyways to appease the
//! compiler.
//!
//! As a result, this is called `unsafe_functions` because it is unsafe in the eyes of rust, but
//! when compared to GdScript, this is pretty normal and safe.
//!
//! You should definitely read about the panics each method can produce and understand
//! [`gdnative-rust`'s memory model](https://docs.rs/gdnative/0.9.3/gdnative/struct.Ref.html). Once
//! you do, you should have the right judgement on when to use these helper functions.
//!
//! # Compatibility
//! Unfortunately, `gdrust` requires the `gdnative` dependency, and it can not be `pub use`d due
//! to the way `gdnative`'s macros work. As as result, you must ensure you have a compatible version
//! of both `gdrust` and `gdnative`. This table will be updated with all compatible versions:
//!
//! | `gdrust`  | `gdnative-rust` |
//! |---------|----------|
//! | `0.1.0` | `0.9.+`  |
//!
//! # Additional Reading
//! - [Contributing](./CONTRIBUTING.md)
//! - [Reasoning for this project](./docs/why_gdrust.md)
//! - [FAQs](./docs/faq.md)
pub use gdrust_macros as macros;
pub mod unsafe_functions;