Define Variant and Array in their own modules
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15 changed files with 201 additions and 166 deletions
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@ -3,120 +3,129 @@
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import hashes
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import "../internal/godotinternaltypes.nim", "../internal/godotarrays.nim"
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import godotbase, poolarrays
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type
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Array* = ref object
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godotArray: GodotArray
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proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## ``arr``
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addr arr.godotArray
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proc arrayFinalizer(arr: Array) =
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arr.godotArray[].deinit()
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arr.godotArray.deinit()
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proc newArray*(): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[])
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initGodotArray(result.godotArray)
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proc newArray*(arr: GodotArray): Array {.inline.} =
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new(result, arrayFinalizer)
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result.godotArray[] = arr
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result.godotArray = arr
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import poolarrays, variants
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proc newArray*(pca: PoolColorArray): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], pca.godotPoolColorArray[])
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initGodotArray(result.godotArray, pca.godotPoolColorArray[])
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proc newArray*(pv3a: PoolVector3Array): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], pv3a.godotPoolVector3Array[])
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initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[])
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proc newArray*(pv2a: PoolVector2Array): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], pv2a.godotPoolVector2Array[])
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initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[])
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proc newArray*(psa: PoolStringArray): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], psa.godotPoolStringArray[])
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initGodotArray(result.godotArray, psa.godotPoolStringArray[])
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proc newArray*(pra: PoolRealArray): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], pra.godotPoolRealArray[])
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initGodotArray(result.godotArray, pra.godotPoolRealArray[])
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proc newArray*(pia: PoolIntArray): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], pia.godotPoolIntArray[])
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initGodotArray(result.godotArray, pia.godotPoolIntArray[])
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proc newArray*(pba: PoolByteArray): Array {.inline.} =
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new(result, arrayFinalizer)
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initGodotArray(result.godotArray[], pba.godotPoolByteArray[])
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initGodotArray(result.godotArray, pba.godotPoolByteArray[])
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import variants
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proc `[]=`*(self: var Array; idx: int; value: Variant) {.inline.} =
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self.godotArray[][idx.cint] = value.godotVariant[]
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self.godotArray[idx.cint] = value.godotVariant[]
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proc `[]`*(self: Array; idx: int): Variant {.inline.} =
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newVariant(self.godotArray[][idx.cint])
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newVariant(self.godotArray[idx.cint])
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proc add*(self: var Array; value: Variant) {.inline.} =
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self.godotArray[].add(value.godotVariant[])
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self.godotArray.add(value.godotVariant[])
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proc clear*(self: var Array) {.inline.} =
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self.godotArray[].clear()
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self.godotArray.clear()
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proc count*(self: Array; value: Variant): int {.inline.} =
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self.godotArray[].count(value.godotVariant[]).int
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self.godotArray.count(value.godotVariant[]).int
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proc isEmpty*(self: Array): bool {.inline.} =
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self.godotArray[].isEmpty()
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self.godotArray.isEmpty()
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proc erase*(self: var Array; value: Variant) {.inline.} =
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self.godotArray[].erase(value.godotVariant[])
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self.godotArray.erase(value.godotVariant[])
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proc first*(self: Array): Variant {.inline.} =
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newVariant(self.godotArray[].first())
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newVariant(self.godotArray.first())
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proc last*(self: Array): Variant {.inline.} =
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newVariant(self.godotArray[].last())
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newVariant(self.godotArray.last())
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proc find*(self: Array; what: Variant; f: int): int {.inline.} =
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self.godotArray[].find(what.godotVariant[], f.cint).int
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self.godotArray.find(what.godotVariant[], f.cint).int
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proc findLast*(self: Array; what: Variant): int {.inline.} =
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self.godotArray[].findLast(what.godotVariant[]).int
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self.godotArray.findLast(what.godotVariant[]).int
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proc contains*(self: Array; value: Variant): bool {.inline.} =
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self.godotArray[].contains(value.godotVariant[])
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self.godotArray.contains(value.godotVariant[])
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proc hash*(self: Array): Hash {.inline.} =
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hash(self.godotArray[].godotHash())
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hash(self.godotArray.godotHash())
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proc insert*(self: var Array; pos: int; value: Variant) {.inline.} =
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self.godotArray[].insert(pos.cint, value.godotVariant[])
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self.godotArray.insert(pos.cint, value.godotVariant[])
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proc reverse*(self: var Array) {.inline.} =
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self.godotArray[].reverse()
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self.godotArray.reverse()
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proc popLast*(self: var Array): Variant {.inline.} =
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newVariant(self.godotArray[].popLast())
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newVariant(self.godotArray.popLast())
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proc popFirst*(self: var Array): Variant {.inline.} =
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newVariant(self.godotArray[].popFirst())
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newVariant(self.godotArray.popFirst())
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proc addLast*(self: var Array; value: Variant) {.inline.} =
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self.godotArray[].addLast(value.godotVariant[])
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self.godotArray.addLast(value.godotVariant[])
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proc addFirst*(self: var Array; value: Variant) {.inline.} =
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self.godotArray[].addFirst(value.godotVariant[])
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self.godotArray.addFirst(value.godotVariant[])
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proc delete*(self: var Array; idx: int) {.inline.} =
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self.godotArray[].delete(idx.cint)
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self.godotArray.delete(idx.cint)
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proc setLen*(self: var Array; size: int) {.inline.} =
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self.godotArray[].setLen(size.cint)
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self.godotArray.setLen(size.cint)
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proc rfind*(self: Array; what: Variant; f: int): int {.inline.} =
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self.godotArray[].rfind(what.godotVariant[], f.cint).int
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self.godotArray.rfind(what.godotVariant[], f.cint).int
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proc len*(self: Array): int {.inline.} =
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self.godotArray[].len.int
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self.godotArray.len.int
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proc sort*(self: var Array) {.inline.} =
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self.godotArray[].sort()
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self.godotArray.sort()
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iterator items*(arr: Array): Variant {.inline.} =
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for i in 0..<arr.len:
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@ -1,7 +1,5 @@
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase
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type
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Color* {.byref.} = object
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r*: float32
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@ -1,7 +1,6 @@
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# Copyright 2017 Xored Software, Inc.
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import hashes
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import godotbase
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import "../internal/godotinternaltypes.nim", "../internal/godotstrings.nim",
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"../internal/godotdictionaries.nim", "../internal/godotvariants.nim"
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@ -34,6 +33,8 @@ proc isEmpty*(self: Dictionary): bool {.inline.} =
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proc clear*(self: var Dictionary) {.inline.} =
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self.godotDictionary.clear()
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import variants, arrays
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proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
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self.godotDictionary.contains(key.godotVariant[])
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@ -84,34 +84,6 @@ proc stepify*(value, step: float32): float32 =
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else:
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value
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import "../internal/godotinternaltypes.nim"
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type
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Variant* = ref object
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godotVariant: GodotVariant
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noDeinit: bool # used to avoid copying when passing the variant to Godot
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Array* = ref object
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godotArray: GodotArray
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proc markNoDeinit*(v: Variant) {.inline.} =
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## Makes it so that internal GodotVariant object will not be destroyed
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## when the reference is gone. Use only if you know what you are doing.
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v.noDeinit = true
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proc isNoDeinit*(v: Variant): bool {.inline.} =
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v.noDeinit
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proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## ``arr``
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addr arr.godotArray
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proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## ``v``
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addr v.godotVariant
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# System Functions
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proc godotAlloc*(bytes: cint): pointer {.
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@ -1,7 +1,5 @@
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# Copyright 2017 Xored Software, Inc.
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import godotbase
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import "../internal/godotnodepaths.nim", "../internal/godotstrings.nim"
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type
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@ -1,6 +1,6 @@
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase, vector3
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import vector3
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import "../internal/godotstrings.nim"
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@ -1,14 +1,70 @@
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# Copyright 2017 Xored Software, Inc.
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import godotbase, vector2, vector3, colors
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import vector2, vector3, colors
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import "../internal/godotpoolarrays.nim", "../internal/godotstrings.nim"
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# byte
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type
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PoolByteArray* = ref object
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godotPoolByteArray: GodotPoolByteArray
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PoolIntArray* = ref object
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godotPoolIntArray: GodotPoolIntArray
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PoolRealArray* = ref object
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godotPoolRealArray: GodotPoolRealArray
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PoolVector2Array* = ref object
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godotPoolVector2Array: GodotPoolVector2Array
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PoolVector3Array* = ref object
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godotPoolVector3Array: GodotPoolVector3Array
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PoolColorArray* = ref object
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godotPoolColorArray: GodotPoolColorArray
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PoolStringArray* = ref object
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godotPoolStringArray: GodotPoolStringArray
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proc godotPoolByteArray*(self: PoolByteArray):
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ptr GodotPoolByteArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolByteArray
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proc godotPoolIntArray*(self: PoolIntArray):
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ptr GodotPoolIntArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolIntArray
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proc godotPoolRealArray*(self: PoolRealArray):
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ptr GodotPoolRealArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolRealArray
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proc godotPoolVector2Array*(self: PoolVector2Array):
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ptr GodotPoolVector2Array {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolVector2Array
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proc godotPoolVector3Array*(self: PoolVector3Array):
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ptr GodotPoolVector3Array {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolVector3Array
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proc godotPoolColorArray*(self: PoolColorArray):
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ptr GodotPoolColorArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolColorArray
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proc godotPoolStringArray*(self: PoolStringArray):
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ptr GodotPoolStringArray {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.godotPoolStringArray
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import godotbase, arrays
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template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
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noData = false) =
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type
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T* = ref object
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fieldName: GodotT
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proc poolArrayFinalizer(arr: T) =
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arr.fieldName.deinit()
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proc len*(self: T): int {.inline.} =
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self.fieldName.len.int
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proc fieldName*(self: T): ptr GodotT {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## the array.
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addr self.fieldName
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when not noData:
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proc add*(self: var T; data: DataT) {.inline.} =
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self.fieldName.add(data)
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@ -87,7 +138,6 @@ definePoolArray(PoolVector3Array, GodotPoolVector3Array, Vector3,
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definePoolArray(PoolColorArray, GodotPoolColorArray, Color,
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godotPoolColorArray, newPoolColorArray,
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initGodotPoolColorArray)
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definePoolArray(PoolStringArray, GodotPoolStringArray, string,
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godotPoolStringArray, newPoolStringArray,
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initGodotPoolStringArray, true)
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase, vector3
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import vector3
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import "../internal/godotstrings.nim"
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type
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase, vector2
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import vector2
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import "../internal/godotstrings.nim"
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase, planes, vector3
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import planes, vector3
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import "../internal/godotstrings.nim"
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import godotbase
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import "../internal/godotinternaltypes.nim"
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type
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase, vector2, rect2
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import vector2, rect2
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import "../internal/godotstrings.nim"
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# Copyright (c) 2017 Xored Software, Inc.
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import godotbase, basis, vector3, planes, rect3
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import basis, vector3, planes, rect3
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import "../internal/godotstrings.nim"
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import tables
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import godotbase
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import basis, nodepaths
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import planes, poolarrays, quats, rect2, rect3, rids
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import transforms, transform2d, vector2
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import vector3, colors
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import "../internal/godotinternaltypes.nim"
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import "../internal/godotvariants.nim", "../internal/godotpoolarrays.nim",
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"../internal/godotstrings.nim", "../internal/godotnodepaths.nim"
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import "../internal/godotvariants.nim"
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import "../internal/godotpoolarrays.nim", "../internal/godotstrings.nim",
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"../internal/godotnodepaths.nim"
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type
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Variant* = ref object
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godotVariant: GodotVariant
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noDeinit: bool # used to avoid copying when passing the variant to Godot
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export VariantType, VariantCallErrorType, VariantCallError
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proc markNoDeinit*(v: Variant) {.inline.} =
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## Makes it so that internal GodotVariant object will not be destroyed
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## when the reference is gone. Use only if you know what you are doing.
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v.noDeinit = true
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proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
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## WARNING: do not keep the returned value for longer than the lifetime of
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## ``v``
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addr v.godotVariant
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proc getType*(v: Variant): VariantType =
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v.godotVariant[].getType()
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v.godotVariant.getType()
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proc variantFinalizer(v: Variant) =
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if not v.isNoDeinit:
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v.godotVariant[].deinit()
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if not v.noDeinit:
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v.godotVariant.deinit()
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proc newVariant*(): Variant {.inline.} =
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new(result, variantFinalizer)
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initGodotVariant(result.godotVariant[])
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initGodotVariant(result.godotVariant)
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proc newVariant*(v: Variant): Variant {.inline.} =
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## Makes a copy
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new(result, variantFinalizer)
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initGodotVariant(result.godotVariant[], v.godotVariant[])
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initGodotVariant(result.godotVariant, v.godotVariant)
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proc newVariant*(v: GodotVariant): Variant {.inline.} =
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new(result, variantFinalizer)
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result.godotVariant[] = v
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result.godotVariant = v
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proc newVariant*(b: bool): Variant {.inline.} =
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new(result, variantFinalizer)
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initGodotVariant(result.godotVariant[], b)
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initGodotVariant(result.godotVariant, b)
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|
||||
# resolves Nim call ambiguities well
|
||||
template numConstructor(T, ConvT) =
|
||||
proc newVariant*(i: T): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], ConvT(i))
|
||||
initGodotVariant(result.godotVariant, ConvT(i))
|
||||
|
||||
numConstructor(uint8, uint64)
|
||||
numConstructor(uint16, uint64)
|
||||
|
|
@ -56,206 +66,207 @@ numConstructor(int, int64)
|
|||
|
||||
proc newVariant*(r: cdouble): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], r)
|
||||
|
||||
proc newVariant*(s: GodotString): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], s)
|
||||
initGodotVariant(result.godotVariant, r)
|
||||
|
||||
proc newVariant*(s: string): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
var godotStr = s.toGodotString()
|
||||
initGodotVariant(result.godotVariant[], godotStr)
|
||||
initGodotVariant(result.godotVariant, godotStr)
|
||||
godotStr.deinit()
|
||||
|
||||
import basis, nodepaths
|
||||
import planes, poolarrays, quats, rect2, rect3, rids
|
||||
import transforms, transform2d, vector2
|
||||
import vector3, colors
|
||||
|
||||
proc newVariant*(v2: Vector2): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], v2)
|
||||
initGodotVariant(result.godotVariant, v2)
|
||||
|
||||
proc newVariant*(rect2: Rect2): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], rect2)
|
||||
initGodotVariant(result.godotVariant, rect2)
|
||||
|
||||
proc newVariant*(v3: Vector3): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], v3)
|
||||
initGodotVariant(result.godotVariant, v3)
|
||||
|
||||
proc newVariant*(t2d: Transform2D): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], t2d)
|
||||
initGodotVariant(result.godotVariant, t2d)
|
||||
|
||||
proc newVariant*(plane: Plane): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], plane)
|
||||
initGodotVariant(result.godotVariant, plane)
|
||||
|
||||
proc newVariant*(quat: Quat): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], quat)
|
||||
initGodotVariant(result.godotVariant, quat)
|
||||
|
||||
proc newVariant*(rect3: Rect3): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], rect3)
|
||||
initGodotVariant(result.godotVariant, rect3)
|
||||
|
||||
proc newVariant*(basis: Basis): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], basis)
|
||||
initGodotVariant(result.godotVariant, basis)
|
||||
|
||||
proc newVariant*(trans: Transform): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], trans)
|
||||
initGodotVariant(result.godotVariant, trans)
|
||||
|
||||
proc newVariant*(color: Color): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], color)
|
||||
initGodotVariant(result.godotVariant, color)
|
||||
|
||||
proc newVariant*(nodePath: NodePath): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], nodePath.godotNodePath[])
|
||||
initGodotVariant(result.godotVariant, nodePath.godotNodePath[])
|
||||
|
||||
proc newVariant*(godotNodePath: GodotNodePath): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], godotNodePath)
|
||||
initGodotVariant(result.godotVariant, godotNodePath)
|
||||
|
||||
proc newVariant*(rid: RID): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], rid)
|
||||
initGodotVariant(result.godotVariant, rid)
|
||||
|
||||
proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], obj)
|
||||
initGodotVariant(result.godotVariant, obj)
|
||||
|
||||
import arrays
|
||||
|
||||
proc newVariant*(arr: Array): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], arr.godotArray[])
|
||||
initGodotVariant(result.godotVariant, arr.godotArray[])
|
||||
|
||||
proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], pba.godotPoolByteArray[])
|
||||
initGodotVariant(result.godotVariant, pba.godotPoolByteArray[])
|
||||
|
||||
proc newVariant*(pia: PoolIntArray): Variant {.inline.} =
|
||||
initGodotVariant(result.godotVariant[], pia.godotPoolIntArray[])
|
||||
initGodotVariant(result.godotVariant, pia.godotPoolIntArray[])
|
||||
|
||||
proc newVariant*(pra: PoolRealArray): Variant {.inline.} =
|
||||
initGodotVariant(result.godotVariant[], pra.godotPoolRealArray[])
|
||||
initGodotVariant(result.godotVariant, pra.godotPoolRealArray[])
|
||||
|
||||
proc newVariant*(psa: PoolStringArray): Variant {.inline.} =
|
||||
initGodotVariant(result.godotVariant[], psa.godotPoolStringArray[])
|
||||
initGodotVariant(result.godotVariant, psa.godotPoolStringArray[])
|
||||
|
||||
proc newVariant*(pv2a: PoolVector2Array): Variant {.inline.} =
|
||||
initGodotVariant(result.godotVariant[], pv2a.godotPoolVector2Array[])
|
||||
initGodotVariant(result.godotVariant, pv2a.godotPoolVector2Array[])
|
||||
|
||||
proc newVariant*(pv3a: PoolVector3Array): Variant {.inline.} =
|
||||
initGodotVariant(result.godotVariant[], pv3a.godotPoolVector3Array[])
|
||||
initGodotVariant(result.godotVariant, pv3a.godotPoolVector3Array[])
|
||||
|
||||
proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
|
||||
initGodotVariant(result.godotVariant[], pca.godotPoolColorArray[])
|
||||
initGodotVariant(result.godotVariant, pca.godotPoolColorArray[])
|
||||
|
||||
import dictionaries
|
||||
|
||||
proc newVariant*(dict: Dictionary): Variant {.inline.} =
|
||||
new(result, variantFinalizer)
|
||||
initGodotVariant(result.godotVariant[], dict.godotDictionary[])
|
||||
initGodotVariant(result.godotVariant, dict.godotDictionary[])
|
||||
|
||||
proc asBool*(self: Variant): bool {.inline.} =
|
||||
self.godotVariant[].asBool()
|
||||
self.godotVariant.asBool()
|
||||
|
||||
proc asUInt*(self: Variant): uint64 =
|
||||
self.godotVariant[].asUInt()
|
||||
self.godotVariant.asUInt()
|
||||
|
||||
proc asInt*(self: Variant): int64 =
|
||||
self.godotVariant[].asInt()
|
||||
self.godotVariant.asInt()
|
||||
|
||||
proc asReal*(self: Variant): cdouble =
|
||||
self.godotVariant[].asReal()
|
||||
self.godotVariant.asReal()
|
||||
|
||||
proc asString*(self: Variant): string =
|
||||
var s = self.godotVariant[].asGodotString()
|
||||
var s = self.godotVariant.asGodotString()
|
||||
result = $s
|
||||
s.deinit()
|
||||
|
||||
proc asVector2*(self: Variant): Vector2 =
|
||||
self.godotVariant[].asVector2()
|
||||
self.godotVariant.asVector2()
|
||||
|
||||
proc asRect2*(self: Variant): Rect2 =
|
||||
self.godotVariant[].asRect2()
|
||||
self.godotVariant.asRect2()
|
||||
|
||||
proc asVector3*(self: Variant): Vector3 =
|
||||
self.godotVariant[].asVector3()
|
||||
self.godotVariant.asVector3()
|
||||
|
||||
proc asTransform2D*(self: Variant): Transform2D =
|
||||
self.godotVariant[].asTransform2D()
|
||||
self.godotVariant.asTransform2D()
|
||||
|
||||
proc asPlane*(self: Variant): Plane =
|
||||
self.godotVariant[].asPlane()
|
||||
self.godotVariant.asPlane()
|
||||
|
||||
proc asQuat*(self: Variant): Quat =
|
||||
self.godotVariant[].asQuat()
|
||||
self.godotVariant.asQuat()
|
||||
|
||||
proc asRect3*(self: Variant): Rect3 =
|
||||
self.godotVariant[].asRect3()
|
||||
self.godotVariant.asRect3()
|
||||
|
||||
proc asBasis*(self: Variant): Basis =
|
||||
self.godotVariant[].asBasis()
|
||||
self.godotVariant.asBasis()
|
||||
|
||||
proc asTransform*(self: Variant): Transform =
|
||||
self.godotVariant[].asTransform()
|
||||
self.godotVariant.asTransform()
|
||||
|
||||
proc asColor*(self: Variant): Color =
|
||||
self.godotVariant[].asColor()
|
||||
self.godotVariant.asColor()
|
||||
|
||||
proc asNodePath*(self: Variant): NodePath =
|
||||
result = newNodePath(self.godotVariant[].asNodePath())
|
||||
result = newNodePath(self.godotVariant.asNodePath())
|
||||
|
||||
proc asRID*(self: Variant): RID =
|
||||
self.godotVariant[].asRID()
|
||||
self.godotVariant.asRID()
|
||||
|
||||
proc asGodotObject*(self: Variant): ptr GodotObject =
|
||||
self.godotVariant[].asGodotObject()
|
||||
self.godotVariant.asGodotObject()
|
||||
|
||||
proc asArray*(self: Variant): Array =
|
||||
newArray(self.godotVariant[].asGodotArray())
|
||||
newArray(self.godotVariant.asGodotArray())
|
||||
|
||||
proc asPoolByteArray*(self: Variant): PoolByteArray =
|
||||
newPoolByteArray(self.godotVariant[].asGodotPoolByteArray())
|
||||
newPoolByteArray(self.godotVariant.asGodotPoolByteArray())
|
||||
|
||||
proc asPoolIntArray*(self: Variant): PoolIntArray =
|
||||
newPoolIntArray(self.godotVariant[].asGodotPoolIntArray())
|
||||
newPoolIntArray(self.godotVariant.asGodotPoolIntArray())
|
||||
|
||||
proc asPoolRealArray*(self: Variant): PoolRealArray =
|
||||
newPoolRealArray(self.godotVariant[].asGodotPoolRealArray())
|
||||
newPoolRealArray(self.godotVariant.asGodotPoolRealArray())
|
||||
|
||||
proc asPoolStringArray*(self: Variant): PoolStringArray =
|
||||
newPoolStringArray(self.godotVariant[].asGodotPoolStringArray())
|
||||
newPoolStringArray(self.godotVariant.asGodotPoolStringArray())
|
||||
|
||||
proc asPoolVector2Array*(self: Variant): PoolVector2Array =
|
||||
newPoolVector2Array(self.godotVariant[].asGodotPoolVector2Array())
|
||||
newPoolVector2Array(self.godotVariant.asGodotPoolVector2Array())
|
||||
|
||||
proc asPoolVector3Array*(self: Variant): PoolVector3Array =
|
||||
newPoolVector3Array(self.godotVariant[].asGodotPoolVector3Array())
|
||||
newPoolVector3Array(self.godotVariant.asGodotPoolVector3Array())
|
||||
|
||||
proc asPoolColorArray*(self: Variant): PoolColorArray =
|
||||
newPoolColorArray(self.godotVariant[].asGodotPoolColorArray())
|
||||
newPoolColorArray(self.godotVariant.asGodotPoolColorArray())
|
||||
|
||||
proc asDictionary*(self: Variant): Dictionary {.inline.} =
|
||||
newDictionary(self.godotVariant[].asGodotDictionary)
|
||||
newDictionary(self.godotVariant.asGodotDictionary)
|
||||
|
||||
proc hasMethod*(self: Variant; meth: string): bool =
|
||||
var s = meth.toGodotString()
|
||||
result = self.godotVariant[].hasMethod(s)
|
||||
result = self.godotVariant.hasMethod(s)
|
||||
s.deinit()
|
||||
|
||||
proc `==`*(self, other: Variant): bool =
|
||||
if self.isNil and other.isNil: return true
|
||||
if self.isNil != other.isNil: return false
|
||||
result = self.godotVariant[] == other.godotVariant[]
|
||||
result = self.godotVariant == other.godotVariant
|
||||
|
||||
proc `<`*(self, other: Variant): bool =
|
||||
result = self.godotVariant[] < other.godotVariant[]
|
||||
result = self.godotVariant < other.godotVariant
|
||||
|
||||
proc hashCompare*(self, other: Variant): bool =
|
||||
self.godotVariant[].hashCompare(other.godotVariant[])
|
||||
self.godotVariant.hashCompare(other.godotVariant)
|
||||
|
||||
proc booleanize*(self: Variant; isValid: var bool): bool =
|
||||
self.godotVariant[].booleanize(isValid)
|
||||
self.godotVariant.booleanize(isValid)
|
||||
|
|
|
|||
|
|
@ -1,7 +1,5 @@
|
|||
# Copyright (c) 2017 Xored Software, Inc.
|
||||
|
||||
import godotbase
|
||||
|
||||
import "../internal/godotstrings.nim"
|
||||
|
||||
type
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue