mirror of
https://github.com/Relintai/gdnative_cpp.git
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337 lines
7.6 KiB
C++
337 lines
7.6 KiB
C++
/*************************************************************************/
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/* Variant.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VARIANT_H
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#define VARIANT_H
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#include <gdn/variant.h>
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#include "Defs.hpp"
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#include "AABB.hpp"
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#include "Basis.hpp"
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#include "Color.hpp"
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#include "NodePath.hpp"
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#include "Plane.hpp"
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#include "PoolArrays.hpp"
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#include "Projection.hpp"
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#include "Quaternion.hpp"
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#include "RID.hpp"
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#include "Rect2.hpp"
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#include "Rect2i.hpp"
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#include "String.hpp"
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#include "Transform.hpp"
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#include "Transform2D.hpp"
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#include "Vector2.hpp"
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#include "Vector2i.hpp"
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#include "Vector3.hpp"
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#include "Vector3i.hpp"
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#include "Vector4.hpp"
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#include "Vector4i.hpp"
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namespace godot {
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class Dictionary;
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class Array;
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class Variant {
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pandemonium_variant _pandemonium_variant;
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friend class Array;
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inline explicit Variant(pandemonium_variant v) {
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_pandemonium_variant = v;
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}
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public:
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enum Type {
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NIL,
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// atomic types
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BOOL,
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INT,
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REAL,
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STRING,
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// math types
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RECT2, // 5
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RECT2I,
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VECTOR2,
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VECTOR2I,
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VECTOR3,
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VECTOR3I, // 10
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VECTOR4,
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VECTOR4I,
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PLANE,
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QUATERNION,
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AABB, // 15
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BASIS,
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TRANSFORM,
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TRANSFORM2D,
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PROJECTION,
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// misc types
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COLOR, // 20
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NODE_PATH,
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RID,
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OBJECT,
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STRING_NAME,
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DICTIONARY, // 25
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ARRAY,
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// arrays
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POOL_BYTE_ARRAY,
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POOL_INT_ARRAY,
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POOL_REAL_ARRAY,
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POOL_STRING_ARRAY, // 30
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POOL_VECTOR2_ARRAY,
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POOL_VECTOR2I_ARRAY,
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POOL_VECTOR3_ARRAY,
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POOL_VECTOR3I_ARRAY,
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POOL_VECTOR4_ARRAY, // 35
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POOL_VECTOR4I_ARRAY,
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POOL_COLOR_ARRAY,
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VARIANT_MAX // 38
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};
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enum Operator {
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// comparation
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OP_EQUAL,
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OP_NOT_EQUAL,
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OP_LESS,
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OP_LESS_EQUAL,
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OP_GREATER,
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OP_GREATER_EQUAL,
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// mathematic
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OP_ADD,
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OP_SUBSTRACT,
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OP_MULTIPLY,
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OP_DIVIDE,
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OP_NEGATE,
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OP_POSITIVE,
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OP_MODULE,
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OP_STRING_CONCAT,
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// bitwise
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OP_SHIFT_LEFT,
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OP_SHIFT_RIGHT,
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OP_BIT_AND,
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OP_BIT_OR,
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OP_BIT_XOR,
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OP_BIT_NEGATE,
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// logic
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OP_AND,
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OP_OR,
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OP_XOR,
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OP_NOT,
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// containment
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OP_IN,
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OP_MAX
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};
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Variant();
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Variant(const Variant &v);
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Variant(bool p_bool);
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Variant(signed int p_int);
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Variant(unsigned int p_int);
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Variant(signed short p_short);
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inline Variant(unsigned short p_short) :
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Variant((unsigned int)p_short) {}
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inline Variant(signed char p_char) :
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Variant((signed int)p_char) {}
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inline Variant(unsigned char p_char) :
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Variant((unsigned int)p_char) {}
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Variant(int64_t p_char);
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Variant(uint64_t p_char);
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Variant(float p_float);
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Variant(double p_double);
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Variant(const String &p_string);
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Variant(const StringName &p_string);
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Variant(const char *const p_cstring);
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Variant(const wchar_t *p_wstring);
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Variant(const Vector2 &p_vector2);
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Variant(const Vector2i &p_vector2i);
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Variant(const Rect2 &p_rect2);
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Variant(const Rect2i &p_rect2i);
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Variant(const Vector3 &p_vector3);
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Variant(const Vector3i &p_vector3i);
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Variant(const Vector4 &p_vector4);
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Variant(const Vector4i &p_vector4i);
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Variant(const Plane &p_plane);
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Variant(const godot::AABB &p_aabb);
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Variant(const Quaternion &p_quaternion);
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Variant(const Basis &p_transform);
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Variant(const Transform2D &p_transform);
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Variant(const Transform &p_transform);
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Variant(const Projection &p_projection);
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Variant(const Color &p_color);
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Variant(const NodePath &p_path);
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Variant(const godot::RID &p_rid);
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Variant(const Object *p_object);
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Variant(const Dictionary &p_dictionary);
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Variant(const Array &p_array);
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Variant(const PoolByteArray &p_raw_array);
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Variant(const PoolIntArray &p_int_array);
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Variant(const PoolRealArray &p_real_array);
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Variant(const PoolStringArray &p_string_array);
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Variant(const PoolVector2Array &p_vector2_array);
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Variant(const PoolVector3Array &p_vector3_array);
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Variant(const PoolColorArray &p_color_array);
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Variant &operator=(const Variant &v);
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operator bool() const;
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operator signed int() const;
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operator unsigned int() const;
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operator signed short() const;
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operator unsigned short() const;
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operator signed char() const;
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operator unsigned char() const;
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operator int64_t() const;
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operator uint64_t() const;
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operator wchar_t() const;
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operator float() const;
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operator double() const;
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operator String() const;
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operator StringName() const;
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operator Vector2() const;
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operator Vector2i() const;
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operator Rect2() const;
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operator Rect2i() const;
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operator Vector3() const;
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operator Vector3i() const;
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operator Vector4() const;
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operator Vector4i() const;
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operator Plane() const;
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operator godot::AABB() const;
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operator Quaternion() const;
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operator Basis() const;
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operator Transform() const;
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operator Transform2D() const;
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operator Projection() const;
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operator Color() const;
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operator NodePath() const;
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operator godot::RID() const;
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operator pandemonium_object *() const;
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template <typename T>
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operator T *() const { return static_cast<T *>(T::___get_from_variant(*this)); }
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operator Dictionary() const;
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operator Array() const;
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operator PoolByteArray() const;
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operator PoolIntArray() const;
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operator PoolRealArray() const;
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operator PoolStringArray() const;
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operator PoolVector2Array() const;
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operator PoolVector3Array() const;
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operator PoolColorArray() const;
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Type get_type() const;
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Variant call(const String &method, const Variant **args, const int arg_count);
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bool has_method(const String &method);
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bool operator==(const Variant &b) const;
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bool operator!=(const Variant &b) const;
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bool operator<(const Variant &b) const;
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bool operator<=(const Variant &b) const;
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bool operator>(const Variant &b) const;
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bool operator>=(const Variant &b) const;
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bool hash_compare(const Variant &b) const;
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bool booleanize() const;
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~Variant();
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};
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} // namespace godot
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#endif // VARIANT_H
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