godot-cpp/src/core/Variant.cpp

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#include "Variant.hpp"
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#include <gdnative/variant.h>
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#include "CoreTypes.hpp"
#include "Defs.hpp"
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#include "GodotGlobal.hpp"
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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#include "Object.hpp"
#include <iostream>
namespace godot {
Variant::Variant() {
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godot::api->godot_variant_new_nil(&_godot_variant);
}
Variant::Variant(const Variant &v) {
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godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
}
Variant::Variant(bool p_bool) {
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godot::api->godot_variant_new_bool(&_godot_variant, p_bool);
}
Variant::Variant(signed int p_int) // real one
{
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godot::api->godot_variant_new_int(&_godot_variant, p_int);
}
Variant::Variant(unsigned int p_int) {
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godot::api->godot_variant_new_uint(&_godot_variant, p_int);
}
Variant::Variant(signed short p_short) // real one
{
godot::api->godot_variant_new_int(&_godot_variant, (int)p_short);
}
Variant::Variant(int64_t p_char) // real one
{
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godot::api->godot_variant_new_int(&_godot_variant, p_char);
}
Variant::Variant(uint64_t p_char) {
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godot::api->godot_variant_new_uint(&_godot_variant, p_char);
}
Variant::Variant(float p_float) {
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godot::api->godot_variant_new_real(&_godot_variant, p_float);
}
Variant::Variant(double p_double) {
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godot::api->godot_variant_new_real(&_godot_variant, p_double);
}
Variant::Variant(const String &p_string) {
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&p_string);
}
Variant::Variant(const char *const p_cstring) {
String s = String(p_cstring);
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s);
}
Variant::Variant(const wchar_t *p_wstring) {
String s = p_wstring;
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s);
}
Variant::Variant(const Vector2 &p_vector2) {
godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *)&p_vector2);
}
Variant::Variant(const Rect2 &p_rect2) {
godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *)&p_rect2);
}
Variant::Variant(const Vector3 &p_vector3) {
godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *)&p_vector3);
}
Variant::Variant(const Plane &p_plane) {
godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *)&p_plane);
}
Variant::Variant(const AABB &p_aabb) {
godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *)&p_aabb);
}
Variant::Variant(const Quat &p_quat) {
godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *)&p_quat);
}
Variant::Variant(const Basis &p_transform) {
godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *)&p_transform);
}
Variant::Variant(const Transform2D &p_transform) {
godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *)&p_transform);
}
Variant::Variant(const Transform &p_transform) {
godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *)&p_transform);
}
Variant::Variant(const Color &p_color) {
godot::api->godot_variant_new_color(&_godot_variant, (godot_color *)&p_color);
}
Variant::Variant(const NodePath &p_path) {
godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *)&p_path);
}
Variant::Variant(const RID &p_rid) {
godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *)&p_rid);
}
Variant::Variant(const Object *p_object) {
if (p_object)
godot::api->godot_variant_new_object(&_godot_variant, p_object->_owner);
else
godot::api->godot_variant_new_nil(&_godot_variant);
}
Variant::Variant(const Dictionary &p_dictionary) {
godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *)&p_dictionary);
}
Variant::Variant(const Array &p_array) {
godot::api->godot_variant_new_array(&_godot_variant, (godot_array *)&p_array);
}
Variant::Variant(const PoolByteArray &p_raw_array) {
godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *)&p_raw_array);
}
Variant::Variant(const PoolIntArray &p_int_array) {
godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *)&p_int_array);
}
Variant::Variant(const PoolRealArray &p_real_array) {
godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *)&p_real_array);
}
Variant::Variant(const PoolStringArray &p_string_array) {
godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *)&p_string_array);
}
Variant::Variant(const PoolVector2Array &p_vector2_array) {
godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *)&p_vector2_array);
}
Variant::Variant(const PoolVector3Array &p_vector3_array) {
godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *)&p_vector3_array);
}
Variant::Variant(const PoolColorArray &p_color_array) {
godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *)&p_color_array);
}
Variant &Variant::operator=(const Variant &v) {
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godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
return *this;
}
Variant::operator bool() const {
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return booleanize();
}
Variant::operator signed int() const {
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return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned int() const // this is the real one
{
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return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed short() const {
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return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned short() const {
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return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed char() const {
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return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned char() const {
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return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator int64_t() const {
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return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator uint64_t() const {
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return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator wchar_t() const {
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return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator float() const {
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return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator double() const {
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return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator String() const {
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godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
return *(String *)&s;
}
Variant::operator Vector2() const {
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godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
return *(Vector2 *)&s;
}
Variant::operator Rect2() const {
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godot_rect2 s = godot::api->godot_variant_as_rect2(&_godot_variant);
return *(Rect2 *)&s;
}
Variant::operator Vector3() const {
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godot_vector3 s = godot::api->godot_variant_as_vector3(&_godot_variant);
return *(Vector3 *)&s;
}
Variant::operator Plane() const {
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godot_plane s = godot::api->godot_variant_as_plane(&_godot_variant);
return *(Plane *)&s;
}
Variant::operator AABB() const {
godot_aabb s = godot::api->godot_variant_as_aabb(&_godot_variant);
return *(AABB *)&s;
}
Variant::operator Quat() const {
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godot_quat s = godot::api->godot_variant_as_quat(&_godot_variant);
return *(Quat *)&s;
}
Variant::operator Basis() const {
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godot_basis s = godot::api->godot_variant_as_basis(&_godot_variant);
return *(Basis *)&s;
}
Variant::operator Transform() const {
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godot_transform s = godot::api->godot_variant_as_transform(&_godot_variant);
return *(Transform *)&s;
}
Variant::operator Transform2D() const {
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godot_transform2d s = godot::api->godot_variant_as_transform2d(&_godot_variant);
return *(Transform2D *)&s;
}
Variant::operator Color() const {
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godot_color s = godot::api->godot_variant_as_color(&_godot_variant);
return *(Color *)&s;
}
Variant::operator NodePath() const {
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godot_node_path s = godot::api->godot_variant_as_node_path(&_godot_variant);
return *(NodePath *)&s;
}
Variant::operator RID() const {
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godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
return *(RID *)&s;
}
Variant::operator Dictionary() const {
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godot_dictionary d = godot::api->godot_variant_as_dictionary(&_godot_variant);
return *(Dictionary *)&d;
}
Variant::operator Array() const {
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godot_array s = godot::api->godot_variant_as_array(&_godot_variant);
return *(Array *)&s;
}
Variant::operator PoolByteArray() const {
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godot_pool_byte_array s = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
return *(PoolByteArray *)&s;
}
Variant::operator PoolIntArray() const {
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godot_pool_int_array s = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
return *(PoolIntArray *)&s;
}
Variant::operator PoolRealArray() const {
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godot_pool_real_array s = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
return *(PoolRealArray *)&s;
}
Variant::operator PoolStringArray() const {
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godot_pool_string_array s = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
return *(PoolStringArray *)&s;
}
Variant::operator PoolVector2Array() const {
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godot_pool_vector2_array s = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
return *(PoolVector2Array *)&s;
}
Variant::operator PoolVector3Array() const {
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godot_pool_vector3_array s = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
return *(PoolVector3Array *)&s;
}
Variant::operator PoolColorArray() const {
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godot_pool_color_array s = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
return *(PoolColorArray *)&s;
}
Variant::operator godot_object *() const {
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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return godot::api->godot_variant_as_object(&_godot_variant);
}
Variant::Type Variant::get_type() const {
return (Type)godot::api->godot_variant_get_type(&_godot_variant);
}
Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
Variant v;
*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
return v;
}
bool Variant::has_method(const String &method) {
return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *)&method);
}
bool Variant::operator==(const Variant &b) const {
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return godot::api->godot_variant_operator_equal(&_godot_variant, &b._godot_variant);
}
bool Variant::operator!=(const Variant &b) const {
return !(*this == b);
}
bool Variant::operator<(const Variant &b) const {
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return godot::api->godot_variant_operator_less(&_godot_variant, &b._godot_variant);
}
bool Variant::operator<=(const Variant &b) const {
return (*this < b) || (*this == b);
}
bool Variant::operator>(const Variant &b) const {
return !(*this <= b);
}
bool Variant::operator>=(const Variant &b) const {
return !(*this < b);
}
bool Variant::hash_compare(const Variant &b) const {
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return godot::api->godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
}
bool Variant::booleanize() const {
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return godot::api->godot_variant_booleanize(&_godot_variant);
}
Variant::~Variant() {
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godot::api->godot_variant_destroy(&_godot_variant);
}
} // namespace godot