## TODO - [ ] move TODOs to github issues - [x] detect base class method override (_ready, _process, ...) - [x] C# : rename methods/properties to Pascal-case ex: "Engine.is_editor_hint" => "Engine.IsEditorHint" - [ ] lambda return type inference - [x] export groups/subgroups annotations - [x] enum as a type, ex: "var v = MyEnum.FOO" => "MyEnum v = MyEnum.FOO;" - [x] await ex: "await" => "await ToSignal(....) - [x] add onready assignments to ready method - [x] c++ : generate bindings for methods and exported properties - [x] c++ : add missing get/set when there is one defined - [ ] c++ : typed array needs special binding (see https://forum.godotengine.org/t/how-to-set-up-a-typedarray-with-a-custom-type-in-gdextension/37652/3) - [x] c++ : add bindings for overloaded methods - [x] c++ : automatic includes based on member types - [x] c++ : move static member initilisation into cpp - [x] c++ : better enum support (enum.value => class::enum::value) - [x] c++ : bind enums - [ ] c++ : fix unamed enums having empty binding call (```VARIANT_ENUM_CAST()```) - [ ] c++ : move property initalization to a constructor ? - [ ] use gdextension dump json ('godot --dump-extension-api') instead of parsing docs has some problems, see switchToExtensionDump branch - [x] support user-defined classes in type inference - [x] add a setting for double or float as default floating point data type - [ ] special literals : * floating exponents : 58e-10 * base16 int : 0x8E (done) * binary int : 0b1010 * raw strings : r"hello" * string names : &"name" * nodepath : ^"parent/child"