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+/*************************************************************************/
+/* godot_variant.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 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. */
+/*************************************************************************/
+#include "godot_variant.h"
+
+#include "../godot.h"
+
+#include "variant.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+void _variant_api_anchor() {
+}
+
+#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
+
+godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ return (godot_variant_type)v->get_type();
+}
+
+void GDAPI godot_variant_copy(godot_variant *p_dest, const godot_variant *p_src) {
+ Variant *dest = (Variant *)p_dest;
+ Variant *src = (Variant *)p_src;
+ *dest = *src;
+}
+
+void GDAPI godot_variant_new_nil(godot_variant *p_v) {
+ Variant *v = (Variant *)p_v;
+ memnew_placement(v, Variant);
+}
+
+void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b) {
+ Variant *v = (Variant *)p_v;
+ memnew_placement_custom(v, Variant, Variant(p_b));
+}
+
+void GDAPI godot_variant_new_uint(godot_variant *p_v, const uint64_t p_i) {
+ Variant *v = (Variant *)p_v;
+ memnew_placement_custom(v, Variant, Variant(p_i));
+}
+
+void GDAPI godot_variant_new_int(godot_variant *p_v, const int64_t p_i) {
+ Variant *v = (Variant *)p_v;
+ memnew_placement_custom(v, Variant, Variant(p_i));
+}
+
+void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r) {
+ Variant *v = (Variant *)p_v;
+ memnew_placement_custom(v, Variant, Variant(p_r));
+}
+
+void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s) {
+ Variant *v = (Variant *)p_v;
+ String *s = (String *)p_s;
+ memnew_placement_custom(v, Variant, Variant(*s));
+}
+
+void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2) {
+ Variant *v = (Variant *)p_v;
+ Vector2 *v2 = (Vector2 *)p_v2;
+ memnew_placement_custom(v, Variant, Variant(*v2));
+}
+
+void GDAPI godot_variant_new_rect2(godot_variant *p_v, const godot_rect2 *p_rect2) {
+ Variant *v = (Variant *)p_v;
+ Rect2 *rect2 = (Rect2 *)p_rect2;
+ memnew_placement_custom(v, Variant, Variant(*rect2));
+}
+
+void GDAPI godot_variant_new_vector3(godot_variant *p_v, const godot_vector3 *p_v3) {
+ Variant *v = (Variant *)p_v;
+ Vector3 *v3 = (Vector3 *)p_v3;
+ memnew_placement_custom(v, Variant, Variant(*v3));
+}
+
+void GDAPI godot_variant_new_transform2d(godot_variant *p_v, const godot_transform2d *p_t2d) {
+ Variant *v = (Variant *)p_v;
+ Transform2D *t2d = (Transform2D *)p_t2d;
+ memnew_placement_custom(v, Variant, Variant(*t2d));
+}
+
+void GDAPI godot_variant_new_plane(godot_variant *p_v, const godot_plane *p_plane) {
+ Variant *v = (Variant *)p_v;
+ Plane *plane = (Plane *)p_plane;
+ memnew_placement_custom(v, Variant, Variant(*plane));
+}
+
+void GDAPI godot_variant_new_quat(godot_variant *p_v, const godot_quat *p_quat) {
+ Variant *v = (Variant *)p_v;
+ Quat *quat = (Quat *)p_quat;
+ memnew_placement_custom(v, Variant, Variant(*quat));
+}
+
+void GDAPI godot_variant_new_rect3(godot_variant *p_v, const godot_rect3 *p_rect3) {
+ Variant *v = (Variant *)p_v;
+ Rect3 *rect3 = (Rect3 *)p_rect3;
+ memnew_placement_custom(v, Variant, Variant(*rect3));
+}
+
+void GDAPI godot_variant_new_basis(godot_variant *p_v, const godot_basis *p_basis) {
+ Variant *v = (Variant *)p_v;
+ Basis *basis = (Basis *)p_basis;
+ memnew_placement_custom(v, Variant, Variant(*basis));
+}
+
+void GDAPI godot_variant_new_transform(godot_variant *p_v, const godot_transform *p_trans) {
+ Variant *v = (Variant *)p_v;
+ Transform *trans = (Transform *)p_trans;
+ memnew_placement_custom(v, Variant, Variant(*trans));
+}
+
+void GDAPI godot_variant_new_color(godot_variant *p_v, const godot_color *p_color) {
+ Variant *v = (Variant *)p_v;
+ Color *color = (Color *)p_color;
+ memnew_placement_custom(v, Variant, Variant(*color));
+}
+
+void GDAPI godot_variant_new_image(godot_variant *p_v, const godot_image *p_img) {
+ Variant *v = (Variant *)p_v;
+ Image *img = (Image *)p_img;
+ memnew_placement_custom(v, Variant, Variant(*img));
+}
+
+void GDAPI godot_variant_new_node_path(godot_variant *p_v, const godot_node_path *p_np) {
+ Variant *v = (Variant *)p_v;
+ NodePath *np = (NodePath *)p_np;
+ memnew_placement_custom(v, Variant, Variant(*np));
+}
+
+void GDAPI godot_variant_new_rid(godot_variant *p_v, const godot_rid *p_rid) {
+ Variant *v = (Variant *)p_v;
+ RID *rid = (RID *)p_rid;
+ memnew_placement_custom(v, Variant, Variant(*rid));
+}
+
+void GDAPI godot_variant_new_object(godot_variant *p_v, const godot_object *p_obj) {
+ Variant *v = (Variant *)p_v;
+ Object *obj = (Object *)p_obj;
+ memnew_placement_custom(v, Variant, Variant(obj));
+}
+
+void GDAPI godot_variant_new_input_event(godot_variant *p_v, const godot_input_event *p_event) {
+ Variant *v = (Variant *)p_v;
+ InputEvent *event = (InputEvent *)p_event;
+ memnew_placement_custom(v, Variant, Variant(*event));
+}
+
+void GDAPI godot_variant_new_dictionary(godot_variant *p_v, const godot_dictionary *p_dict) {
+ Variant *v = (Variant *)p_v;
+ Dictionary *dict = (Dictionary *)p_dict;
+ memnew_placement_custom(v, Variant, Variant(*dict));
+}
+
+void GDAPI godot_variant_new_array(godot_variant *p_v, const godot_array *p_arr) {
+ Variant *v = (Variant *)p_v;
+ Array *arr = (Array *)p_arr;
+ memnew_placement_custom(v, Variant, Variant(*arr));
+}
+
+void GDAPI godot_variant_new_pool_byte_array(godot_variant *p_v, const godot_pool_byte_array *p_pba) {
+ Variant *v = (Variant *)p_v;
+ PoolByteArray *pba = (PoolByteArray *)p_pba;
+ memnew_placement_custom(v, Variant, Variant(*pba));
+}
+
+void GDAPI godot_variant_new_pool_int_array(godot_variant *p_v, const godot_pool_int_array *p_pia) {
+ Variant *v = (Variant *)p_v;
+ PoolIntArray *pia = (PoolIntArray *)p_pia;
+ memnew_placement_custom(v, Variant, Variant(*pia));
+}
+
+void GDAPI godot_variant_new_pool_real_array(godot_variant *p_v, const godot_pool_real_array *p_pra) {
+ Variant *v = (Variant *)p_v;
+ PoolRealArray *pra = (PoolRealArray *)p_pra;
+ memnew_placement_custom(v, Variant, Variant(*pra));
+}
+
+void GDAPI godot_variant_new_pool_string_array(godot_variant *p_v, const godot_pool_string_array *p_psa) {
+ Variant *v = (Variant *)p_v;
+ PoolStringArray *psa = (PoolStringArray *)p_psa;
+ memnew_placement_custom(v, Variant, Variant(*psa));
+}
+
+void GDAPI godot_variant_new_pool_vector2_array(godot_variant *p_v, const godot_pool_vector2_array *p_pv2a) {
+ Variant *v = (Variant *)p_v;
+ PoolVector2Array *pv2a = (PoolVector2Array *)p_pv2a;
+ memnew_placement_custom(v, Variant, Variant(*pv2a));
+}
+
+void GDAPI godot_variant_new_pool_vector3_array(godot_variant *p_v, const godot_pool_vector3_array *p_pv3a) {
+ Variant *v = (Variant *)p_v;
+ PoolVector3Array *pv3a = (PoolVector3Array *)p_pv3a;
+ memnew_placement_custom(v, Variant, Variant(*pv3a));
+}
+
+void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca) {
+ Variant *v = (Variant *)p_v;
+ PoolColorArray *pca = (PoolColorArray *)p_pca;
+ memnew_placement_custom(v, Variant, Variant(*pca));
+}
+
+godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ return v->operator bool();
+}
+
+uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ return v->operator uint64_t();
+}
+
+int64_t GDAPI godot_variant_as_int(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ return v->operator int64_t();
+}
+
+double GDAPI godot_variant_as_real(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ return v->operator double();
+}
+
+godot_string GDAPI godot_variant_as_string(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_string s;
+ godot_string_new(&s);
+ String *str = (String *)&s;
+ *str = v->operator String();
+ return s;
+}
+
+godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_vector2 v2;
+ Vector2 *vec2 = (Vector2 *)&v2;
+ *vec2 = *v;
+ return v2;
+}
+
+godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_rect2 r2;
+ Rect2 *rect2 = (Rect2 *)&r2;
+ *rect2 = *v;
+ return r2;
+}
+
+godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_vector3 v3;
+ Vector3 *vec3 = (Vector3 *)&v3;
+ *vec3 = *v;
+ return v3;
+}
+
+godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_transform2d t2;
+ Transform2D *t = (Transform2D *)&t2;
+ *t = *v;
+ return t2;
+}
+
+godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_plane p;
+ Plane *pl = (Plane *)&p;
+ *pl = *v;
+ return p;
+}
+
+godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_quat q;
+ Quat *qt = (Quat *)&q;
+ *qt = *v;
+ return q;
+}
+
+godot_rect3 GDAPI godot_variant_as_rect3(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_rect3 r;
+ Rect3 *r3 = (Rect3 *)&r;
+ *r3 = *v;
+ return r;
+}
+
+godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_basis b;
+ Basis *bs = (Basis *)&b;
+ *bs = *v;
+ return b;
+}
+
+godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_transform t;
+ Transform *tr = (Transform *)&t;
+ *tr = *v;
+ return t;
+}
+
+godot_color GDAPI godot_variant_as_color(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_color c;
+ Color *col = (Color *)&c;
+ *col = *v;
+ return c;
+}
+
+godot_image GDAPI godot_variant_as_image(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_image img;
+ godot_image_new(&img);
+ Image *i = (Image *)&img;
+ *i = *v;
+ return img;
+}
+
+godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_node_path np;
+ memnew_placement_custom((NodePath *)&np, NodePath, NodePath((String)*v));
+ return np;
+}
+
+godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_rid rid;
+ memnew_placement_custom((RID *)&rid, RID, RID(*v));
+ return rid;
+}
+
+godot_object GDAPI *godot_variant_as_object(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_object *p = NULL;
+ Object **op = (Object **)&p;
+ *op = *v;
+ return p;
+}
+
+godot_input_event GDAPI godot_variant_as_input_event(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_input_event ev;
+ InputEvent *event = (InputEvent *)&ev;
+ *event = *v;
+ return ev;
+}
+
+godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_dictionary dict;
+ godot_dictionary_new(&dict);
+ Dictionary *d = (Dictionary *)&dict;
+ *d = *v;
+ return dict;
+}
+
+godot_array GDAPI godot_variant_as_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_array array;
+ godot_array_new(&array);
+ Array *a = (Array *)&array;
+ *a = *v;
+ return array;
+}
+
+godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_byte_array pba;
+ godot_pool_byte_array_new(&pba);
+ PoolByteArray *p = (PoolByteArray *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_int_array pba;
+ godot_pool_int_array_new(&pba);
+ PoolIntArray *p = (PoolIntArray *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_real_array pba;
+ godot_pool_real_array_new(&pba);
+ PoolRealArray *p = (PoolRealArray *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_string_array pba;
+ godot_pool_string_array_new(&pba);
+ PoolStringArray *p = (PoolStringArray *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_vector2_array pba;
+ godot_pool_vector2_array_new(&pba);
+ PoolVector2Array *p = (PoolVector2Array *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_vector3_array pba;
+ godot_pool_vector3_array_new(&pba);
+ PoolVector3Array *p = (PoolVector3Array *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_v) {
+ const Variant *v = (const Variant *)p_v;
+ godot_pool_color_array pba;
+ godot_pool_color_array_new(&pba);
+ PoolColorArray *p = (PoolColorArray *)&pba;
+ *p = *v;
+ return pba;
+}
+
+godot_variant GDAPI godot_variant_call(godot_variant *p_v, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount /*, godot_variant_call_error *r_error */) {
+ Variant *v = (Variant *)p_v;
+ String *method = (String *)p_method;
+ Variant **args = (Variant **)p_args;
+ godot_variant res;
+ memnew_placement_custom((Variant *)&res, Variant, Variant(v->call(*method, args, p_argcount)));
+ return res;
+}
+
+godot_bool GDAPI godot_variant_has_method(godot_variant *p_v, const godot_string *p_method) {
+ Variant *v = (Variant *)p_v;
+ String *method = (String *)p_method;
+ return v->has_method(*method);
+}
+
+godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_a, const godot_variant *p_b) {
+ const Variant *a = (const Variant *)p_a;
+ const Variant *b = (const Variant *)p_b;
+ return a->operator==(*b);
+}
+
+godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_a, const godot_variant *p_b) {
+ const Variant *a = (const Variant *)p_a;
+ const Variant *b = (const Variant *)p_b;
+ return a->operator<(*b);
+}
+
+godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_a, const godot_variant *p_b) {
+ const Variant *a = (const Variant *)p_a;
+ const Variant *b = (const Variant *)p_b;
+ return a->hash_compare(*b);
+}
+
+godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_v, godot_bool *p_valid) {
+ const Variant *v = (const Variant *)p_v;
+ bool &valid = *p_valid;
+ return v->booleanize(valid);
+}
+
+void GDAPI godot_variant_destroy(godot_variant *p_v) {
+ ((Variant *)p_v)->~Variant();
+}
+
+#ifdef __cplusplus
+}
+#endif