gdnative_cpp/include/core/Variant.hpp

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