#ifndef VARIANT_H #define VARIANT_H #include #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 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; } operator Object*() const { godot_object *s = godot_variant_as_object(&_godot_variant); return (Object *) s; } 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