Define Variant and Array in their own modules

This commit is contained in:
Ruslan Mustakov 2017-07-29 21:50:11 +07:00
commit 360be5759e
15 changed files with 201 additions and 166 deletions

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@ -3,120 +3,129 @@
import hashes
import "../internal/godotinternaltypes.nim", "../internal/godotarrays.nim"
import godotbase, poolarrays
type
Array* = ref object
godotArray: GodotArray
proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``arr``
addr arr.godotArray
proc arrayFinalizer(arr: Array) =
arr.godotArray[].deinit()
arr.godotArray.deinit()
proc newArray*(): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[])
initGodotArray(result.godotArray)
proc newArray*(arr: GodotArray): Array {.inline.} =
new(result, arrayFinalizer)
result.godotArray[] = arr
result.godotArray = arr
import poolarrays, variants
proc newArray*(pca: PoolColorArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pca.godotPoolColorArray[])
initGodotArray(result.godotArray, pca.godotPoolColorArray[])
proc newArray*(pv3a: PoolVector3Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pv3a.godotPoolVector3Array[])
initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[])
proc newArray*(pv2a: PoolVector2Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pv2a.godotPoolVector2Array[])
initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[])
proc newArray*(psa: PoolStringArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], psa.godotPoolStringArray[])
initGodotArray(result.godotArray, psa.godotPoolStringArray[])
proc newArray*(pra: PoolRealArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pra.godotPoolRealArray[])
initGodotArray(result.godotArray, pra.godotPoolRealArray[])
proc newArray*(pia: PoolIntArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pia.godotPoolIntArray[])
initGodotArray(result.godotArray, pia.godotPoolIntArray[])
proc newArray*(pba: PoolByteArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pba.godotPoolByteArray[])
initGodotArray(result.godotArray, pba.godotPoolByteArray[])
import variants
proc `[]=`*(self: var Array; idx: int; value: Variant) {.inline.} =
self.godotArray[][idx.cint] = value.godotVariant[]
self.godotArray[idx.cint] = value.godotVariant[]
proc `[]`*(self: Array; idx: int): Variant {.inline.} =
newVariant(self.godotArray[][idx.cint])
newVariant(self.godotArray[idx.cint])
proc add*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].add(value.godotVariant[])
self.godotArray.add(value.godotVariant[])
proc clear*(self: var Array) {.inline.} =
self.godotArray[].clear()
self.godotArray.clear()
proc count*(self: Array; value: Variant): int {.inline.} =
self.godotArray[].count(value.godotVariant[]).int
self.godotArray.count(value.godotVariant[]).int
proc isEmpty*(self: Array): bool {.inline.} =
self.godotArray[].isEmpty()
self.godotArray.isEmpty()
proc erase*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].erase(value.godotVariant[])
self.godotArray.erase(value.godotVariant[])
proc first*(self: Array): Variant {.inline.} =
newVariant(self.godotArray[].first())
newVariant(self.godotArray.first())
proc last*(self: Array): Variant {.inline.} =
newVariant(self.godotArray[].last())
newVariant(self.godotArray.last())
proc find*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray[].find(what.godotVariant[], f.cint).int
self.godotArray.find(what.godotVariant[], f.cint).int
proc findLast*(self: Array; what: Variant): int {.inline.} =
self.godotArray[].findLast(what.godotVariant[]).int
self.godotArray.findLast(what.godotVariant[]).int
proc contains*(self: Array; value: Variant): bool {.inline.} =
self.godotArray[].contains(value.godotVariant[])
self.godotArray.contains(value.godotVariant[])
proc hash*(self: Array): Hash {.inline.} =
hash(self.godotArray[].godotHash())
hash(self.godotArray.godotHash())
proc insert*(self: var Array; pos: int; value: Variant) {.inline.} =
self.godotArray[].insert(pos.cint, value.godotVariant[])
self.godotArray.insert(pos.cint, value.godotVariant[])
proc reverse*(self: var Array) {.inline.} =
self.godotArray[].reverse()
self.godotArray.reverse()
proc popLast*(self: var Array): Variant {.inline.} =
newVariant(self.godotArray[].popLast())
newVariant(self.godotArray.popLast())
proc popFirst*(self: var Array): Variant {.inline.} =
newVariant(self.godotArray[].popFirst())
newVariant(self.godotArray.popFirst())
proc addLast*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].addLast(value.godotVariant[])
self.godotArray.addLast(value.godotVariant[])
proc addFirst*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].addFirst(value.godotVariant[])
self.godotArray.addFirst(value.godotVariant[])
proc delete*(self: var Array; idx: int) {.inline.} =
self.godotArray[].delete(idx.cint)
self.godotArray.delete(idx.cint)
proc setLen*(self: var Array; size: int) {.inline.} =
self.godotArray[].setLen(size.cint)
self.godotArray.setLen(size.cint)
proc rfind*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray[].rfind(what.godotVariant[], f.cint).int
self.godotArray.rfind(what.godotVariant[], f.cint).int
proc len*(self: Array): int {.inline.} =
self.godotArray[].len.int
self.godotArray.len.int
proc sort*(self: var Array) {.inline.} =
self.godotArray[].sort()
self.godotArray.sort()
iterator items*(arr: Array): Variant {.inline.} =
for i in 0..<arr.len:

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@ -1,7 +1,5 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase
type
Color* {.byref.} = object
r*: float32

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@ -1,7 +1,6 @@
# Copyright 2017 Xored Software, Inc.
import hashes
import godotbase
import "../internal/godotinternaltypes.nim", "../internal/godotstrings.nim",
"../internal/godotdictionaries.nim", "../internal/godotvariants.nim"
@ -34,6 +33,8 @@ proc isEmpty*(self: Dictionary): bool {.inline.} =
proc clear*(self: var Dictionary) {.inline.} =
self.godotDictionary.clear()
import variants, arrays
proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
self.godotDictionary.contains(key.godotVariant[])

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@ -84,34 +84,6 @@ proc stepify*(value, step: float32): float32 =
else:
value
import "../internal/godotinternaltypes.nim"
type
Variant* = ref object
godotVariant: GodotVariant
noDeinit: bool # used to avoid copying when passing the variant to Godot
Array* = ref object
godotArray: GodotArray
proc markNoDeinit*(v: Variant) {.inline.} =
## Makes it so that internal GodotVariant object will not be destroyed
## when the reference is gone. Use only if you know what you are doing.
v.noDeinit = true
proc isNoDeinit*(v: Variant): bool {.inline.} =
v.noDeinit
proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``arr``
addr arr.godotArray
proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``v``
addr v.godotVariant
# System Functions
proc godotAlloc*(bytes: cint): pointer {.

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@ -1,7 +1,5 @@
# Copyright 2017 Xored Software, Inc.
import godotbase
import "../internal/godotnodepaths.nim", "../internal/godotstrings.nim"
type

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@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, vector3
import vector3
import "../internal/godotstrings.nim"

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@ -1,14 +1,70 @@
# Copyright 2017 Xored Software, Inc.
import godotbase, vector2, vector3, colors
import vector2, vector3, colors
import "../internal/godotpoolarrays.nim", "../internal/godotstrings.nim"
# byte
type
PoolByteArray* = ref object
godotPoolByteArray: GodotPoolByteArray
PoolIntArray* = ref object
godotPoolIntArray: GodotPoolIntArray
PoolRealArray* = ref object
godotPoolRealArray: GodotPoolRealArray
PoolVector2Array* = ref object
godotPoolVector2Array: GodotPoolVector2Array
PoolVector3Array* = ref object
godotPoolVector3Array: GodotPoolVector3Array
PoolColorArray* = ref object
godotPoolColorArray: GodotPoolColorArray
PoolStringArray* = ref object
godotPoolStringArray: GodotPoolStringArray
proc godotPoolByteArray*(self: PoolByteArray):
ptr GodotPoolByteArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolByteArray
proc godotPoolIntArray*(self: PoolIntArray):
ptr GodotPoolIntArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolIntArray
proc godotPoolRealArray*(self: PoolRealArray):
ptr GodotPoolRealArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolRealArray
proc godotPoolVector2Array*(self: PoolVector2Array):
ptr GodotPoolVector2Array {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolVector2Array
proc godotPoolVector3Array*(self: PoolVector3Array):
ptr GodotPoolVector3Array {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolVector3Array
proc godotPoolColorArray*(self: PoolColorArray):
ptr GodotPoolColorArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolColorArray
proc godotPoolStringArray*(self: PoolStringArray):
ptr GodotPoolStringArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.godotPoolStringArray
import godotbase, arrays
template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
noData = false) =
type
T* = ref object
fieldName: GodotT
proc poolArrayFinalizer(arr: T) =
arr.fieldName.deinit()
@ -40,11 +96,6 @@ template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
proc len*(self: T): int {.inline.} =
self.fieldName.len.int
proc fieldName*(self: T): ptr GodotT {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.fieldName
when not noData:
proc add*(self: var T; data: DataT) {.inline.} =
self.fieldName.add(data)
@ -87,7 +138,6 @@ definePoolArray(PoolVector3Array, GodotPoolVector3Array, Vector3,
definePoolArray(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArray(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray, true)

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@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, vector3
import vector3
import "../internal/godotstrings.nim"
type

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@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, vector2
import vector2
import "../internal/godotstrings.nim"

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@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, planes, vector3
import planes, vector3
import "../internal/godotstrings.nim"

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@ -1,5 +1,3 @@
import godotbase
import "../internal/godotinternaltypes.nim"
type

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@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, vector2, rect2
import vector2, rect2
import "../internal/godotstrings.nim"

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@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, basis, vector3, planes, rect3
import basis, vector3, planes, rect3
import "../internal/godotstrings.nim"

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@ -1,46 +1,56 @@
import tables
import godotbase
import basis, nodepaths
import planes, poolarrays, quats, rect2, rect3, rids
import transforms, transform2d, vector2
import vector3, colors
import "../internal/godotinternaltypes.nim"
import "../internal/godotvariants.nim", "../internal/godotpoolarrays.nim",
"../internal/godotstrings.nim", "../internal/godotnodepaths.nim"
import "../internal/godotvariants.nim"
import "../internal/godotpoolarrays.nim", "../internal/godotstrings.nim",
"../internal/godotnodepaths.nim"
type
Variant* = ref object
godotVariant: GodotVariant
noDeinit: bool # used to avoid copying when passing the variant to Godot
export VariantType, VariantCallErrorType, VariantCallError
proc markNoDeinit*(v: Variant) {.inline.} =
## Makes it so that internal GodotVariant object will not be destroyed
## when the reference is gone. Use only if you know what you are doing.
v.noDeinit = true
proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``v``
addr v.godotVariant
proc getType*(v: Variant): VariantType =
v.godotVariant[].getType()
v.godotVariant.getType()
proc variantFinalizer(v: Variant) =
if not v.isNoDeinit:
v.godotVariant[].deinit()
if not v.noDeinit:
v.godotVariant.deinit()
proc newVariant*(): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[])
initGodotVariant(result.godotVariant)
proc newVariant*(v: Variant): Variant {.inline.} =
## Makes a copy
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], v.godotVariant[])
initGodotVariant(result.godotVariant, v.godotVariant)
proc newVariant*(v: GodotVariant): Variant {.inline.} =
new(result, variantFinalizer)
result.godotVariant[] = v
result.godotVariant = v
proc newVariant*(b: bool): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], b)
initGodotVariant(result.godotVariant, b)
# 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)

View file

@ -1,7 +1,5 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase
import "../internal/godotstrings.nim"
type