godot-cpp/include/core/Variant.hpp
Hugo Locurcio cf5428e103
Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00

307 lines
6.8 KiB
C++

/*************************************************************************/
/* 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 <gdnative/variant.h>
#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"
#include <iostream>
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 <typename T>
operator T *() const { return static_cast<T *>(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