/*************************************************************************/ /* Variant.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef VARIANT_H #define VARIANT_H #include #include "Defs.hpp" #include "AABB.hpp" #include "Basis.hpp" #include "Color.hpp" #include "NodePath.hpp" #include "Plane.hpp" #include "PoolArrays.hpp" #include "Quat.hpp" #include "RID.hpp" #include "Rect2.hpp" #include "String.hpp" #include "Transform.hpp" #include "Transform2D.hpp" #include "Vector2.hpp" #include "Vector3.hpp" namespace godot { class Dictionary; class Array; class Variant { godot_variant _godot_variant; friend class Array; inline explicit Variant(godot_variant v) { _godot_variant = v; } 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, DICTIONARY, ARRAY, // arrays POOL_BYTE_ARRAY, // 20 POOL_INT_ARRAY, POOL_REAL_ARRAY, POOL_STRING_ARRAY, POOL_VECTOR2_ARRAY, POOL_VECTOR3_ARRAY, // 25 POOL_COLOR_ARRAY, VARIANT_MAX }; 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; template operator T *() const { return static_cast(T::___get_from_variant(*this)); } 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; bool booleanize() const; ~Variant(); }; } // namespace godot #endif // VARIANT_H