I'm trying to find a friendly syntax for defining things in a framework. For context, I've been looking into finding a solution for this problem (https://github.com/GodotNativeTools/godot-d/issues/1) on the Godot-D project. I've done some investigating already, and it looks like I can only achieve what I want with a mixin, but I'd like to get a second opinion.

Say we have a class that defines a custom Signal (an event). In an ideal world, the syntax would work similarly to this:

class SomeNode : GodotScript!Node
{
    @Signal void testSignal(float a, long b);
// The declaration above would trigger the generation of this line void testSignal(float a, long b) { owner.emitSignal("testSignal", a, b); }

    @Method emitTest()
    {
        testSignal(3.1415, 42);
    }
}


The reason I want to use a UDA is to stay consistent with the other UDAs already defined for Properties and Methods. It also looks friendlier than using a mixin. Does anyone here have any thoughts as to how this could work?

My main issue is injecting that generated method without resorting to using a mixin. I was hoping that any code I needed could be generated in the template that SomeNode inherits, but that doesn't look possible because I can't inspect the subclass (for good reason).

Reply via email to