@@ -321,12 +321,12 @@ mod export_impls {
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use godot_ffi as sys;
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macro_rules! impl_property_by_clone {
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- ( $Ty: ty => $variant_type: ident; no_export) => {
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+ ( $Ty: ty => $variant_type: ident, no_export) => {
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impl_property_by_clone!( @property $Ty => $variant_type) ;
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impl_property_by_clone!( @type_string_hint $Ty, $variant_type) ;
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} ;
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- ( $Ty: ty => $variant_type: ident, $type_string_name: ident; no_export ) => {
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+ ( $Ty: ty => $variant_type: ident, no_export ; $type_string_name: ident) => {
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impl_property_by_clone!( @property $Ty => $variant_type) ;
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impl_property_by_clone!( @type_string_hint $Ty, $type_string_name) ;
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} ;
@@ -337,7 +337,7 @@ mod export_impls {
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impl_property_by_clone!( @type_string_hint $Ty, $variant_type) ;
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} ;
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- ( $Ty: ty => $variant_type: ident, $type_string_name: ident) => {
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+ ( $Ty: ty => $variant_type: ident; $type_string_name: ident) => {
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impl_property_by_clone!( @property $Ty => $variant_type) ;
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impl_property_by_clone!( @export $Ty) ;
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impl_property_by_clone!( @type_string_hint $Ty, $type_string_name) ;
@@ -377,7 +377,7 @@ mod export_impls {
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}
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// Bounding Boxes
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- impl_property_by_clone ! ( Aabb => Aabb , AABB ) ;
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+ impl_property_by_clone ! ( Aabb => Aabb ; AABB ) ;
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impl_property_by_clone ! ( Rect2 => Rect2 ) ;
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impl_property_by_clone ! ( Rect2i => Rect2i ) ;
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@@ -418,28 +418,28 @@ mod export_impls {
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impl_property_by_clone ! ( PackedColorArray => PackedColorArray ) ;
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// Primitives
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- impl_property_by_clone ! ( f64 => Float , float) ;
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- impl_property_by_clone ! ( i64 => Int , int) ;
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- impl_property_by_clone ! ( bool => Bool , bool ) ;
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+ impl_property_by_clone ! ( f64 => Float ; float) ;
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+ impl_property_by_clone ! ( i64 => Int ; int) ;
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+ impl_property_by_clone ! ( bool => Bool ; bool ) ;
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// Godot uses f64 internally for floats, and if Godot tries to pass an invalid f32 into a rust property
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// then the property will just round the value or become inf.
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- impl_property_by_clone ! ( f32 => Float , float) ;
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+ impl_property_by_clone ! ( f32 => Float ; float) ;
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// Godot uses i64 internally for integers, and if Godot tries to pass an invalid integer into a property
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// accepting one of the below values then rust will panic. In the editor this will appear as the property
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// failing to be set to a value and an error printed in the console. During runtime this will crash the
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// program and print the panic from rust stating that the property cannot store the value.
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- impl_property_by_clone ! ( i32 => Int , int) ;
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- impl_property_by_clone ! ( i16 => Int , int) ;
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- impl_property_by_clone ! ( i8 => Int , int) ;
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- impl_property_by_clone ! ( u32 => Int , int) ;
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- impl_property_by_clone ! ( u16 => Int , int) ;
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- impl_property_by_clone ! ( u8 => Int , int) ;
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+ impl_property_by_clone ! ( i32 => Int ; int) ;
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+ impl_property_by_clone ! ( i16 => Int ; int) ;
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+ impl_property_by_clone ! ( i8 => Int ; int) ;
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+ impl_property_by_clone ! ( u32 => Int ; int) ;
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+ impl_property_by_clone ! ( u16 => Int ; int) ;
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+ impl_property_by_clone ! ( u8 => Int ; int) ;
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// Callables are useless when exported to the editor, so we only need to make them available as
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// properties.
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- impl_property_by_clone ! ( Callable => Callable ; no_export) ;
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+ impl_property_by_clone ! ( Callable => Callable , no_export) ;
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// RIDs when exported act slightly weird. They are largely read-only, however you can reset them to their
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// default value. This seems to me very unintuitive. Since if we are storing an RID we would likely not
@@ -448,7 +448,7 @@ mod export_impls {
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//
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// Additionally, RIDs aren't persistent, and can sometimes behave a bit weirdly when passed from the
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// editor to the runtime.
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- impl_property_by_clone ! ( Rid => Rid , RID ; no_export ) ;
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+ impl_property_by_clone ! ( Rid => Rid , no_export ; RID ) ;
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// impl_property_by_clone!(Signal => Signal);
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}
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