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 "RID.hpp"
#include "Rect2.hpp"
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#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,
NODE_PATH, // 15
_RID,
OBJECT,
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DICTIONARY,
ARRAY,
// arrays
POOL_BYTE_ARRAY, // 20
POOL_INT_ARRAY,
POOL_REAL_ARRAY,
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POOL_STRING_ARRAY,
POOL_VECTOR2_ARRAY,
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;
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();
};
} // namespace godot
#endif // VARIANT_H