Files
godot-cpp/src/core/Variant.cpp
karroffel 200bf226bf 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)
2018-11-07 21:23:08 +11:00

438 lines
11 KiB
C++

#include "Variant.hpp"
#include <gdnative/variant.h>
#include "Defs.hpp"
#include "CoreTypes.hpp"
#include "GodotGlobal.hpp"
#include "Object.hpp"
#include <iostream>
namespace godot {
Variant::Variant()
{
godot::api->godot_variant_new_nil(&_godot_variant);
}
Variant::Variant(const Variant& v)
{
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
}
Variant::Variant(bool p_bool)
{
godot::api->godot_variant_new_bool(&_godot_variant, p_bool);
}
Variant::Variant(signed int p_int) // real one
{
godot::api->godot_variant_new_int(&_godot_variant, p_int);
}
Variant::Variant(unsigned int p_int)
{
godot::api->godot_variant_new_uint(&_godot_variant, p_int);
}
Variant::Variant(signed short p_short) // real one
{
godot::api->godot_variant_new_int(&_godot_variant, (int) p_short);
}
Variant::Variant(int64_t p_char) // real one
{
godot::api->godot_variant_new_int(&_godot_variant, p_char);
}
Variant::Variant(uint64_t p_char)
{
godot::api->godot_variant_new_uint(&_godot_variant, p_char);
}
Variant::Variant(float p_float)
{
godot::api->godot_variant_new_real(&_godot_variant, p_float);
}
Variant::Variant(double p_double)
{
godot::api->godot_variant_new_real(&_godot_variant, p_double);
}
Variant::Variant(const String& p_string)
{
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &p_string);
}
Variant::Variant(const char * const p_cstring)
{
String s = String(p_cstring);
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &s);
}
Variant::Variant(const wchar_t * p_wstring)
{
String s = p_wstring;
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &s);
}
Variant::Variant(const Vector2& p_vector2)
{
godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *) &p_vector2);
}
Variant::Variant(const Rect2& p_rect2)
{
godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *) &p_rect2);
}
Variant::Variant(const Vector3& p_vector3)
{
godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *) &p_vector3);
}
Variant::Variant(const Plane& p_plane)
{
godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *) &p_plane);
}
Variant::Variant(const AABB& p_aabb)
{
godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *) &p_aabb);
}
Variant::Variant(const Quat& p_quat)
{
godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *) &p_quat);
}
Variant::Variant(const Basis& p_transform)
{
godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *) &p_transform);
}
Variant::Variant(const Transform2D& p_transform)
{
godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *) &p_transform);
}
Variant::Variant(const Transform& p_transform)
{
godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *) &p_transform);
}
Variant::Variant(const Color& p_color)
{
godot::api->godot_variant_new_color(&_godot_variant, (godot_color *) &p_color);
}
Variant::Variant(const NodePath& p_path)
{
godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *) &p_path);
}
Variant::Variant(const RID& p_rid)
{
godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *) &p_rid);
}
Variant::Variant(const Object* p_object)
{
godot::api->godot_variant_new_object(&_godot_variant, p_object->_owner);
}
Variant::Variant(const Dictionary& p_dictionary)
{
godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *) &p_dictionary);
}
Variant::Variant(const Array& p_array)
{
godot::api->godot_variant_new_array(&_godot_variant, (godot_array *) &p_array);
}
Variant::Variant(const PoolByteArray& p_raw_array)
{
godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *) &p_raw_array);
}
Variant::Variant(const PoolIntArray& p_int_array)
{
godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *) &p_int_array);
}
Variant::Variant(const PoolRealArray& p_real_array)
{
godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *) &p_real_array);
}
Variant::Variant(const PoolStringArray& p_string_array)
{
godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *) &p_string_array);
}
Variant::Variant(const PoolVector2Array& p_vector2_array)
{
godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *) &p_vector2_array);
}
Variant::Variant(const PoolVector3Array& p_vector3_array)
{
godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *) &p_vector3_array);
}
Variant::Variant(const PoolColorArray& p_color_array)
{
godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *) &p_color_array);
}
Variant &Variant::operator =(const Variant& v)
{
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
return *this;
}
Variant::operator bool() const
{
return booleanize();
}
Variant::operator signed int() const
{
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned int() const // this is the real one
{
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed short() const
{
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned short() const
{
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed char() const
{
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned char() const
{
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator int64_t() const
{
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator uint64_t() const
{
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator wchar_t() const
{
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator float() const
{
return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator double() const
{
return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator String() const
{
godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
return *(String *) &s;
}
Variant::operator Vector2() const
{
godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
return *(Vector2 *) &s;
}
Variant::operator Rect2() const
{
godot_rect2 s = godot::api->godot_variant_as_rect2(&_godot_variant);
return *(Rect2 *) &s;
}
Variant::operator Vector3() const
{
godot_vector3 s = godot::api->godot_variant_as_vector3(&_godot_variant);
return *(Vector3 *) &s;
}
Variant::operator Plane() const
{
godot_plane s = godot::api->godot_variant_as_plane(&_godot_variant);
return *(Plane *) &s;
}
Variant::operator AABB() const
{
godot_aabb s = godot::api->godot_variant_as_aabb(&_godot_variant);
return *(AABB *) &s;
}
Variant::operator Quat() const
{
godot_quat s = godot::api->godot_variant_as_quat(&_godot_variant);
return *(Quat *) &s;
}
Variant::operator Basis() const
{
godot_basis s = godot::api->godot_variant_as_basis(&_godot_variant);
return *(Basis *) &s;
}
Variant::operator Transform() const
{
godot_transform s = godot::api->godot_variant_as_transform(&_godot_variant);
return *(Transform *) &s;
}
Variant::operator Transform2D() const
{
godot_transform2d s = godot::api->godot_variant_as_transform2d(&_godot_variant);
return *(Transform2D *) &s;
}
Variant::operator Color() const
{
godot_color s = godot::api->godot_variant_as_color(&_godot_variant);
return *(Color *) &s;
}
Variant::operator NodePath() const
{
godot_node_path s = godot::api->godot_variant_as_node_path(&_godot_variant);
return *(NodePath *) &s;
}
Variant::operator RID() const
{
godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
return *(RID *) &s;
}
Variant::operator Dictionary() const
{
godot_dictionary d = godot::api->godot_variant_as_dictionary(&_godot_variant);
return *(Dictionary *) &d;
}
Variant::operator Array() const
{
godot_array s = godot::api->godot_variant_as_array(&_godot_variant);
return *(Array *) &s;
}
Variant::operator PoolByteArray() const
{
godot_pool_byte_array s = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
return *(PoolByteArray *) &s;
}
Variant::operator PoolIntArray() const
{
godot_pool_int_array s = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
return *(PoolIntArray *) &s;
}
Variant::operator PoolRealArray() const
{
godot_pool_real_array s = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
return *(PoolRealArray *) &s;
}
Variant::operator PoolStringArray() const
{
godot_pool_string_array s = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
return *(PoolStringArray *) &s;
}
Variant::operator PoolVector2Array() const
{
godot_pool_vector2_array s = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
return *(PoolVector2Array *) &s;
}
Variant::operator PoolVector3Array() const
{
godot_pool_vector3_array s = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
return *(PoolVector3Array *) &s;
}
Variant::operator PoolColorArray() const
{
godot_pool_color_array s = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
return *(PoolColorArray *) &s;
}
Variant::operator godot_object*() const {
return godot::api->godot_variant_as_object(&_godot_variant);
}
Variant::Type Variant::get_type() const
{
return (Type) godot::api->godot_variant_get_type(&_godot_variant);
}
Variant Variant::call(const String& method, const Variant **args, const int arg_count)
{
Variant v;
*(godot_variant *) &v = godot::api->godot_variant_call(&_godot_variant, (godot_string *) &method, (const godot_variant **)args, arg_count, nullptr);
return v;
}
bool Variant::has_method(const String& method)
{
return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *) &method);
}
bool Variant::operator ==(const Variant& b) const
{
return godot::api->godot_variant_operator_equal(&_godot_variant, &b._godot_variant);
}
bool Variant::operator !=(const Variant& b) const
{
return !(*this == b);
}
bool Variant::operator <(const Variant& b) const
{
return godot::api->godot_variant_operator_less(&_godot_variant, &b._godot_variant);
}
bool Variant::operator <=(const Variant& b) const
{
return (*this < b) || (*this == b);
}
bool Variant::operator >(const Variant& b) const
{
return !(*this <= b);
}
bool Variant::operator >=(const Variant& b) const
{
return !(*this < b);
}
bool Variant::hash_compare(const Variant& b) const
{
return godot::api->godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
}
bool Variant::booleanize() const
{
return godot::api->godot_variant_booleanize(&_godot_variant);
}
Variant::~Variant()
{
godot::api->godot_variant_destroy(&_godot_variant);
}
}