godot-cpp/include/core/Variant.hpp

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#ifndef VARIANT_H
#define VARIANT_H
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#include <gdnative/variant.h>
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#include "Defs.hpp"
#include "AABB.hpp"
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#include "Basis.hpp"
#include "Color.hpp"
#include "NodePath.hpp"
#include "Plane.hpp"
#include "PoolArrays.hpp"
#include "Quat.hpp"
#include "Rect2.hpp"
#include "RID.hpp"
#include "String.hpp"
#include "Transform.hpp"
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#include "Transform2D.hpp"
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#include "Vector2.hpp"
#include "Vector3.hpp"
#include <iostream>
namespace godot {
class Dictionary;
class Array;
class Variant {
godot_variant _godot_variant;
public:
enum Type {
NIL,
// atomic types
BOOL,
INT,
REAL,
STRING,
// math types
VECTOR2, // 5
RECT2,
VECTOR3,
TRANSFORM2D,
PLANE,
QUAT, // 10
RECT3, //sorry naming convention fail :( not like it's used often
BASIS,
TRANSFORM,
// misc types
COLOR,
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NODE_PATH, // 15
_RID,
OBJECT,
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DICTIONARY,
ARRAY,
// arrays
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POOL_BYTE_ARRAY, // 20
POOL_INT_ARRAY,
POOL_REAL_ARRAY,
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POOL_STRING_ARRAY,
POOL_VECTOR2_ARRAY,
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POOL_VECTOR3_ARRAY, // 25
POOL_COLOR_ARRAY,
VARIANT_MAX
};
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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 char * const p_cstring);
Variant(const wchar_t * p_wstring);
Variant(const Vector2& p_vector2);
Variant(const Rect2& p_rect2);
Variant(const Vector3& p_vector3);
Variant(const Plane& p_plane);
Variant(const AABB& p_aabb);
Variant(const Quat& p_quat);
Variant(const Basis& p_transform);
Variant(const Transform2D& p_transform);
Variant(const Transform& p_transform);
Variant(const Color& p_color);
Variant(const NodePath& p_path);
Variant(const 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 Vector2() const;
operator Rect2() const;
operator Vector3() const;
operator Plane() const;
operator AABB() const;
operator Quat() const;
operator Basis() const;
operator Transform() const;
operator Transform2D() const;
operator Color() const;
operator NodePath() const;
operator RID() 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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operator godot_object*() const;
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;
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bool booleanize() const;
~Variant();
};
}
#endif // VARIANT_H