godot-cpp/include/godot_cpp/core/Variant.h

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#ifndef VARIANT_H
#define VARIANT_H
#include <godot/godot_variant.h>
#include "Defs.h"
#include "Basis.h"
#include "Color.h"
#include "Image.h"
#include "InputEvent.h"
#include "NodePath.h"
#include "Plane.h"
#include "PoolArrays.h"
#include "Quat.h"
#include "Rect2.h"
#include "Rect3.h"
#include "RID.h"
#include "String.h"
#include "Transform.h"
#include "Transform2D.h"
#include "Vector2.h"
#include "Vector3.h"
#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,
IMAGE, // 15
NODE_PATH,
_RID,
OBJECT,
INPUT_EVENT,
DICTIONARY, // 20
ARRAY,
// arrays
POOL_BYTE_ARRAY,
POOL_INT_ARRAY,
POOL_REAL_ARRAY,
POOL_STRING_ARRAY, // 25
POOL_VECTOR2_ARRAY,
POOL_VECTOR3_ARRAY,
POOL_COLOR_ARRAY,
VARIANT_MAX
};
Variant()
{
godot_variant_new_nil(&_godot_variant);
}
Variant(const Variant& v)
{
godot_variant_copy(&_godot_variant, &v._godot_variant);
}
Variant(bool p_bool)
{
godot_variant_new_bool(&_godot_variant, p_bool);
}
Variant(signed int p_int) // real one
{
godot_variant_new_int(&_godot_variant, p_int);
}
Variant(unsigned int p_int)
{
godot_variant_new_int(&_godot_variant, p_int);
}
Variant(signed short p_short) // real one
{
godot_variant_new_int(&_godot_variant, (int) p_short);
}
Variant(unsigned short p_short) : Variant((unsigned int) p_short) {}
Variant(signed char p_char) : Variant((signed int) p_char) {}// real one
Variant(unsigned char p_char) : Variant((unsigned int) p_char) {}
Variant(int64_t p_char) // real one
{
godot_variant_new_int(&_godot_variant, p_char);
}
Variant(uint64_t p_char)
{
godot_variant_new_int(&_godot_variant, p_char);
}
Variant(float p_float)
{
godot_variant_new_real(&_godot_variant, p_float);
}
Variant(double p_double)
{
godot_variant_new_real(&_godot_variant, p_double);
}
Variant(const String& p_string)
{
godot_variant_new_string(&_godot_variant, (godot_string *) &p_string);
}
Variant(const char * const p_cstring)
{
String s = String(p_cstring);
godot_variant_new_string(&_godot_variant, (godot_string *) &s);
}
Variant(const wchar_t * p_wstring)
{
String s = p_wstring;
godot_variant_new_string(&_godot_variant, (godot_string *) &s);
}
Variant(const Vector2& p_vector2)
{
godot_variant_new_vector2(&_godot_variant, (godot_vector2 *) &p_vector2);
}
Variant(const Rect2& p_rect2)
{
godot_variant_new_rect2(&_godot_variant, (godot_rect2 *) &p_rect2);
}
Variant(const Vector3& p_vector3)
{
godot_variant_new_vector3(&_godot_variant, (godot_vector3 *) &p_vector3);
}
Variant(const Plane& p_plane)
{
godot_variant_new_plane(&_godot_variant, (godot_plane *) &p_plane);
}
Variant(const Rect3& p_aabb)
{
godot_variant_new_rect3(&_godot_variant, (godot_rect3 *) &p_aabb);
}
Variant(const Quat& p_quat)
{
godot_variant_new_quat(&_godot_variant, (godot_quat *) &p_quat);
}
Variant(const Basis& p_transform)
{
godot_variant_new_basis(&_godot_variant, (godot_basis *) &p_transform);
}
Variant(const Transform2D& p_transform)
{
godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *) &p_transform);
}
Variant(const Transform& p_transform)
{
godot_variant_new_transform(&_godot_variant, (godot_transform *) &p_transform);
}
Variant(const Color& p_color)
{
godot_variant_new_color(&_godot_variant, (godot_color *) &p_color);
}
Variant(const Image& p_image)
{
godot_variant_new_image(&_godot_variant, (godot_image *) &p_image);
}
Variant(const NodePath& p_path)
{
godot_variant_new_node_path(&_godot_variant, (godot_node_path *) &p_path);
}
Variant(const RID& p_rid)
{
godot_variant_new_rid(&_godot_variant, (godot_rid *) &p_rid);
}
Variant(const Object* p_object)
{
godot_variant_new_object(&_godot_variant, (godot_object *) p_object);
}
Variant(const InputEvent& p_input_event)
{
godot_variant_new_input_event(&_godot_variant, (godot_input_event *) &p_input_event);
}
Variant(const Dictionary& p_dictionary)
{
godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *) &p_dictionary);
}
Variant(const Array& p_array)
{
godot_variant_new_array(&_godot_variant, (godot_array *) &p_array);
}
Variant(const PoolByteArray& p_raw_array)
{
godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *) &p_raw_array);
}
Variant(const PoolIntArray& p_int_array)
{
godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *) &p_int_array);
}
Variant(const PoolRealArray& p_real_array)
{
godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *) &p_real_array);
}
Variant(const PoolStringArray& p_string_array)
{
godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *) &p_string_array);
}
Variant(const PoolVector2Array& p_vector2_array)
{
godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *) &p_vector2_array);
}
Variant(const PoolVector3Array& p_vector3_array)
{
godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *) &p_vector3_array);
}
Variant(const PoolColorArray& p_color_array)
{
godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *) &p_color_array);
}
Variant &operator =(const Variant& v)
{
godot_variant_copy(&_godot_variant, &v._godot_variant);
return *this;
}
operator bool() const
{
bool valid = false;
bool result = booleanize(valid);
return valid && result;
}
operator signed int() const
{
return godot_variant_as_int(&_godot_variant);
}
operator unsigned int() const // this is the real one
{
return godot_variant_as_int(&_godot_variant);
}
operator signed short() const
{
return godot_variant_as_int(&_godot_variant);
}
operator unsigned short() const
{
return godot_variant_as_int(&_godot_variant);
}
operator signed char() const
{
return godot_variant_as_int(&_godot_variant);
}
operator unsigned char() const
{
return godot_variant_as_int(&_godot_variant);
}
operator int64_t() const
{
return godot_variant_as_int(&_godot_variant);
}
operator uint64_t() const
{
return godot_variant_as_int(&_godot_variant);
}
operator wchar_t() const
{
return godot_variant_as_int(&_godot_variant);
}
operator float() const
{
return godot_variant_as_real(&_godot_variant);
}
operator double() const
{
return godot_variant_as_real(&_godot_variant);
}
operator String() const
{
godot_string s = godot_variant_as_string(&_godot_variant);
return *(String *) &s;
}
operator Vector2() const
{
godot_vector2 s = godot_variant_as_vector2(&_godot_variant);
return *(Vector2 *) &s;
}
operator Rect2() const
{
godot_rect2 s = godot_variant_as_rect2(&_godot_variant);
return *(Rect2 *) &s;
}
operator Vector3() const
{
godot_vector3 s = godot_variant_as_vector3(&_godot_variant);
return *(Vector3 *) &s;
}
operator Plane() const
{
godot_plane s = godot_variant_as_plane(&_godot_variant);
return *(Plane *) &s;
}
operator Rect3() const
{
godot_rect3 s = godot_variant_as_rect3(&_godot_variant);
return *(Rect3 *) &s;
}
operator Quat() const
{
godot_quat s = godot_variant_as_quat(&_godot_variant);
return *(Quat *) &s;
}
operator Basis() const
{
godot_basis s = godot_variant_as_basis(&_godot_variant);
return *(Basis *) &s;
}
operator Transform() const
{
godot_transform s = godot_variant_as_transform(&_godot_variant);
return *(Transform *) &s;
}
operator Transform2D() const
{
godot_transform2d s = godot_variant_as_transform2d(&_godot_variant);
return *(Transform2D *) &s;
}
operator Color() const
{
godot_color s = godot_variant_as_color(&_godot_variant);
return *(Color *) &s;
}
operator Image() const
{
godot_image s = godot_variant_as_image(&_godot_variant);
return *(Image *) &s;
}
operator NodePath() const
{
godot_node_path s = godot_variant_as_node_path(&_godot_variant);
return *(NodePath *) &s;
}
operator RID() const
{
godot_rid s = godot_variant_as_rid(&_godot_variant);
return *(RID *) &s;
}
operator InputEvent() const
{
godot_input_event s = godot_variant_as_input_event(&_godot_variant);
return *(InputEvent *) &s;
}
2017-03-05 02:02:29 +00:00
operator Object() const;
operator Dictionary() const;
operator Array() const;
operator PoolByteArray() const
{
godot_pool_byte_array s = godot_variant_as_pool_byte_array(&_godot_variant);
return *(PoolByteArray *) &s;
}
operator PoolIntArray() const
{
godot_pool_int_array s = godot_variant_as_pool_int_array(&_godot_variant);
return *(PoolIntArray *) &s;
}
operator PoolRealArray() const
{
godot_pool_real_array s = godot_variant_as_pool_real_array(&_godot_variant);
return *(PoolRealArray *) &s;
}
operator PoolStringArray() const
{
godot_pool_string_array s = godot_variant_as_pool_string_array(&_godot_variant);
return *(PoolStringArray *) &s;
}
operator PoolVector2Array() const
{
godot_pool_vector2_array s = godot_variant_as_pool_vector2_array(&_godot_variant);
return *(PoolVector2Array *) &s;
}
operator PoolVector3Array() const
{
godot_pool_vector3_array s = godot_variant_as_pool_vector3_array(&_godot_variant);
return *(PoolVector3Array *) &s;
}
operator PoolColorArray() const
{
godot_pool_color_array s = godot_variant_as_pool_color_array(&_godot_variant);
return *(PoolColorArray *) &s;
}
Type get_type() const
{
return (Type) godot_variant_get_type(&_godot_variant);
}
Variant call(const String& method, const Variant **args, const int arg_count)
{
Variant v;
*(godot_variant *) &v = godot_variant_call(&_godot_variant, (godot_string *) &method, (const godot_variant **)args, arg_count);
return v;
}
bool has_method(const String& method)
{
return godot_variant_has_method(&_godot_variant, (godot_string *) &method);
}
bool operator ==(const Variant& b) const
{
return godot_variant_operator_equal(&_godot_variant, &b._godot_variant);
}
bool operator !=(const Variant& b) const
{
return !(*this == b);
}
bool operator <(const Variant& b) const
{
return godot_variant_operator_less(&_godot_variant, &b._godot_variant);
}
bool operator <=(const Variant& b) const
{
return (*this < b) || (*this == b);
}
bool operator >(const Variant& b) const
{
return !(*this <= b);
}
bool operator >=(const Variant& b) const
{
return !(*this < b);
}
bool hash_compare(const Variant& b) const
{
return godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
}
bool booleanize(bool &valid) const
{
return godot_variant_booleanize(&_godot_variant, &valid);
}
~Variant()
{
godot_variant_destroy(&_godot_variant);
}
};
}
#endif // VARIANT_H