GMEdit currently uses its own type naming scheme which runs in contrast with Feather's own naming.
The main issue with this is that both can use the same JSDoc formatting for function arguments, but switching between the IDE and GMEdit will cause both to complain about eachother's types.
Some examples:
| Feather |
GMEdit |
Real |
number or int |
Asset.GMObject<T> |
object or T (as asset ID) |
Id.Instance<T> |
object or T (as instance) |
Id.Buffer |
buffer |
Id.VertexBuffer |
vertex_buffer |
Id.Surface |
surface |
Asset.GMSprite<T> |
sprite |
Constant.Colour |
int |
| ... |
... |
Solutions?
The two solutions I can think of is either adopting Feather's types, or making them aliases in some sense to GMEdit's equivalent types. The latter of these makes more sense to me as it doesn't make existing GMEdit types incorrect.
GMEdit currently uses its own type naming scheme which runs in contrast with Feather's own naming.
The main issue with this is that both can use the same JSDoc formatting for function arguments, but switching between the IDE and GMEdit will cause both to complain about eachother's types.
Some examples:
RealnumberorintAsset.GMObject<T>objectorT(as asset ID)Id.Instance<T>objectorT(as instance)Id.BufferbufferId.VertexBuffervertex_bufferId.SurfacesurfaceAsset.GMSprite<T>spriteConstant.ColourintSolutions?
The two solutions I can think of is either adopting Feather's types, or making them aliases in some sense to GMEdit's equivalent types. The latter of these makes more sense to me as it doesn't make existing GMEdit types incorrect.