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Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++. #38819
Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++. #38819
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IMO all string log about the object must be inside the brackets |
I like that idea. I'll make the change when I get up in about 9 hours 😁 |
All languages that I know of that have this feature let the programmer completely override the output. I.e. if I only want it to print If we do this, we should IMO allow that freedom, and not do this halfway and constrain the output. Java works that way, C# works that way etc. Forcing the overriden output to be surrounded by the current output makes this unnecessarily less flexible and useful, IMO. |
@mhilbrunner That's how it works already AFAIK. If you have a script instance, it will return the result from its See |
Yes, I was talking about the other comments :) but maybe I misunderstood them. |
Well the discussion is about what the default representation of a Node should be:
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Then I indeed misunderstood. :) I don't personally care much, both are fine as default for me. |
Hmm on second thought this morning, I think I will leave it at Additionally, doing it this way would not allow me to just use the |
I got surprised that I'm currently implementing some data structures in a C++ module which I'd like to expose to scripting, having this feature built-in would solve a lot of hacks. See goostengine/goost#14 and goostengine/goost#12 to justify this change. |
This probably needs rebase after #42093 was merged. I'm not sure about the string format. When you print a node as a part of longer string separated by spaces, it's less obvious that |
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print(self)
# CoolNode:[SpinBox:28454159399] |
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There's a comment to amend but otherwise it seems good to me.
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Is the |
Node must have a name when in the Scene Tree, but outside it they can be unnamed: var node = Node.new()
print(node.name)
add_child(node)
print(node.name) Prints:
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Thanks! |
Cherry-picked for 3.4. |
For the sake of compatibility, this should be made optional. Also, to reduce amount of printed text when necessary. |
Closes godotengine/godot-proposals#693
Outputs
I did not add position to Node2D/3D/Control as I wasn't sure if it was really need. Some people won't need it, and there is the question of whether to return local/global position (or other info).