Fix doc generation
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1e8ccfea2b
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b3ad6134d9
4 changed files with 25 additions and 25 deletions
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@ -2,7 +2,8 @@ import tables, hashes
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import godotcoretypes
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import internal.godotinternaltypes, internal.godotvariants,
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internal.godotstrings
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internal.godotstrings, internal.godotdictionaries,
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internal.godotarrays
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type
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Variant* = ref object
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@ -140,11 +141,7 @@ proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
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new(result, variantFinalizer)
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initGodotVariant(result.godotVariant, obj)
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import arrays, poolarrays, dictionaries
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proc newVariant*(arr: Array): Variant {.inline.} =
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new(result, variantFinalizer)
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initGodotVariant(result.godotVariant, arr.godotArray[])
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import poolarrays
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proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
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new(result, variantFinalizer)
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@ -228,12 +225,6 @@ proc asRID*(self: Variant): RID {.inline.} =
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proc asGodotObject*(self: Variant): ptr GodotObject {.inline.} =
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self.godotVariant.asGodotObject()
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proc asDictionary*(self: Variant): Dictionary {.inline.} =
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newDictionary(self.godotVariant.asGodotDictionary())
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proc asArray*(self: Variant): Array {.inline.} =
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newArray(self.godotVariant.asGodotArray())
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proc asPoolByteArray*(self: Variant): PoolByteArray {.inline.} =
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newPoolByteArray(self.godotVariant.asGodotPoolByteArray())
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@ -277,8 +268,8 @@ proc hash*(self: Variant): Hash =
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of VariantType.NodePath: self.asNodePath().hash()
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of VariantType.RID: self.asRID().hash()
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of VariantType.Object: self.asGodotObject().objectHash()
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of VariantType.Dictionary: self.asDictionary().hash()
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of VariantType.Array: self.asArray().hash()
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of VariantType.Dictionary: hash(self.godotVariant.asGodotDictionary().godotHash())
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of VariantType.Array: hash(self.godotVariant.asGodotArray().godotHash())
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of VariantType.PoolByteArray: self.asPoolByteArray().hash()
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of VariantType.PoolIntArray: self.asPoolIntArray().hash()
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of VariantType.PoolRealArray: self.asPoolRealArray().hash()
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@ -287,6 +278,15 @@ proc hash*(self: Variant): Hash =
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of VariantType.PoolVector3Array: self.asPoolVector3Array().hash()
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of VariantType.PoolColorArray: self.asPoolColorArray().hash()
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import arrays
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proc newVariant*(arr: Array): Variant {.inline.} =
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new(result, variantFinalizer)
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initGodotVariant(result.godotVariant, arr.godotArray[])
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proc asArray*(self: Variant): Array {.inline.} =
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newArray(self.godotVariant.asGodotArray())
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proc hasMethod*(self: Variant; meth: string): bool =
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var s = meth.toGodotString()
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result = self.godotVariant.hasMethod(s)
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