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32 commits

Author SHA1 Message Date
Travis
ddb0f080f3 Update master documentation for changeset 13f5aba3fe 2018-06-04 11:15:00 +00:00
Travis
b96f714f22 Update master documentation for changeset b3ad6134d9 2018-06-04 10:14:31 +00:00
Travis
b8a21470fc Update documentation for v0.7.8 2018-03-31 11:32:21 +00:00
Travis
48b813ad36 Update master documentation for changeset dc6ebaf575 2018-03-31 11:28:00 +00:00
Travis
daaec28b5d Update documentation for v0.7.6 2018-02-17 17:22:02 +00:00
Travis
7cb156b910 Update master documentation for changeset d11856377e 2018-02-17 17:21:32 +00:00
Travis
ac56035be7 Update documentation for v0.7.5 2018-01-31 14:29:54 +00:00
Travis
b25cc02fd8 Update documentation for v0.7.4 2018-01-25 13:13:09 +00:00
Travis
46a1aa6700 Update master documentation for changeset f05eb090f7 2018-01-25 12:11:35 +00:00
Travis
4b313cf4ed Update documentation for v0.7.2 2018-01-12 19:10:56 +00:00
Travis
a6b7203ed9 Update master documentation for changeset 72dd992e66 2017-12-10 11:18:38 +00:00
Travis CI
ea0dd268a4 Update master documentation for changeset 7e23048048 2017-08-23 14:54:32 +00:00
Travis CI
96a14c26b3 Update documentation for v0.5.5 2017-08-23 14:38:07 +00:00
Travis CI
7833594f5d Update documentation for v0.5.4 2017-08-17 16:06:05 +00:00
Travis CI
ec0bed434e Update documentation for v0.5.4 2017-08-17 12:09:27 +00:00
Travis CI
0c3fcd44b2 Update master documentation for changeset 3349fe2321 2017-08-17 12:08:19 +00:00
Travis CI
8df705981f Update documentation for v0.5.3 2017-08-15 04:10:55 +00:00
Travis CI
0ed3a3c6af Update master documentation for changeset 8d49c0b910 2017-08-15 04:07:31 +00:00
Travis CI
4477777217 Update documentation for v0.5.2 2017-08-14 13:47:56 +00:00
Travis CI
c49fa62979 Update documentation for v0.5.1 2017-08-11 06:40:23 +00:00
Travis CI
9e775e554d Update master documentation for changeset 6da07cada0 2017-08-11 05:55:00 +00:00
Travis CI
69d62caaff Update master documentation for changeset d43b10bc76 2017-08-11 05:46:26 +00:00
Travis CI
d425083303 Update documentation for v0.5.0 2017-08-09 10:39:51 +00:00
Travis CI
d561d1edee Update master documentation for changeset 53f0f230da 2017-08-09 10:34:59 +00:00
Travis CI
c79d018ea4 Update master documentation for changeset 34753b7a27 2017-08-09 10:08:12 +00:00
Travis CI
f922d49f55 Update master documentation for changeset fcc10071fb 2017-08-08 15:44:09 +00:00
Travis CI
71ba9e8549 Update master documentation for changeset 327cd0e18f 2017-08-06 12:50:13 +00:00
Travis CI
578435dcd6 Update master documentation for changeset afa48455f6 2017-08-04 06:45:39 +00:00
Travis CI
ebf750f2fd Update master documentation for changeset e587fdf382 2017-08-03 05:36:10 +00:00
Travis CI
24aea17963 Update master documentation for changeset c34a2174fa 2017-08-03 04:45:49 +00:00
Ruslan Mustakov
b3d695eddc Update master documentation for changeset 0fd0101432 2017-08-01 12:16:04 +07:00
Ruslan Mustakov
e60f8cfe32 Create github-pages branch 2017-08-01 11:04:48 +07:00
3496 changed files with 4905240 additions and 10771 deletions

13
.gitignore vendored
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@ -1,14 +1 @@
nimcache/
/godot/apigen/apigen
/godot/apigen/apigen.exe
/godot/godotapigen
/godot/godotapigen.exe
/docgen
/docs/docbuild
/docs/docbuild.exe
/docs/docpublish
/docs/docpublish.exe
.DS_Store

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@ -1,53 +0,0 @@
sudo: false
language: c
os:
- osx
compiler: clang
env:
global:
- secure: o+IZkRS6J7bGYkiilm10KDeCTDIVHszZ9dPvb93cdUKX/9hFVRiUjDOvNXqBdyOv43JIAsRTppym4B2pfcp9cwLoVBJNW70GKhp6ChLZm3wFdabScWKemuG2YtAUyGiSmxbVmUZ4baltnADyGFHuYWgHLjx6AKO26SqrXRLJ0I1IzGNKKNIfoyZzm7qdFDGJRnSC7L+y1pOITK7dpy60D1vat4FhOLaz2K7L8T8tZYZFK7yyxKduFUlY3cy4z3TpjxMa9/ksCiPiuPDN5xOrVIw0AtgZ2gYodZJUEnfaRzFkgcZ4OJuTAMNMalu52mVAVAoDt4yc7BnbtfsYJzfIjTeLjjWKWz8mqqp/HpxcfVnmPKxV5zeN8UhbosT8vNjwretWbQcFndzt0ohK7E8uMsnDGER7sGPEhCZCttkId96gi7Ro1awPIKCqLaMqB43Bwo48nnW0oQgrfWe1ZKtREXWI4F1F2GMbU8Jsvv0N5GnPGd4RDieBH5KIkJXcttAwRk8AUQ4U5PVkQ/OK9xm9BH2tB0vrjZ4FZWnFPapKVcPUYw9deyyXOXwSMmDpuwkJIjqi3tRyBWJG9+tUlAJw8zyFkCPeN9kzyVH/PhbacwBMdSxew24VLAWWCUhQHCP+fcjpKio8uDUFQN3javIRV4N3mHJ9v0VAF7Ixzh8AviQ=
addons:
apt:
sources:
- ubuntu-toolchain-r-test
- llvm-toolchain-trusty-3.9
packages:
- build-essential
- scons
- pkg-config
- libx11-dev
- libxcursor-dev
- libasound2-dev
- libfreetype6-dev
- libgl1-mesa-dev
- libglu1-mesa-dev
- libssl-dev
- libxinerama-dev
- libxrandr-dev
before_install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then rvm --default use 2.3; brew update; brew install scons ; fi
install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then export GODOT_PLATFORM=osx; else export GODOT_PLATFORM=x11; fi
- git clone --depth=1 https://github.com/nim-lang/Nim.git
- cd Nim
- git checkout devel
- sh ci/build.sh
- export PATH=$PATH:"`pwd`/bin"
- ./koch tools -d:release
- nimble install -y
- cd ..
- git clone --depth=1 https://github.com/godotengine/godot.git godotengine
- cd godotengine
- scons -j 3 platform=$GODOT_PLATFORM
- export GODOT_BIN="`pwd`/bin/godot.$GODOT_PLATFORM.tools.64"
- cd ..
script:
- set -e
- mkdir godotapi
- nim c -d:release -r godot/godotapigen.nim "$GODOT_BIN" godotapi
- nim c -d:useRealtimeGc --path:godot -c godotapi/godotall.nim
- nim c -d:release -r docs/docpublish.nim

16
.vscode/settings.json vendored
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@ -1,16 +0,0 @@
{
"editor.tabSize": 2,
"editor.rulers": [80],
"editor.insertSpaces": true,
"editor.detectIndentation": false,
"files.eol": "\n",
"files.trimTrailingWhitespace": true,
"nim.project": ["godot/godot.nim",
"godot/godotapigen.nim"],
"nim.buildOnSave": false,
"nim.lintOnSave": true,
"nim.licenseString": "# Copyright 2018 Xored Software, Inc.\n\n",
"files.exclude": {
"**/nimcache/**": true
}
}

20
LICENSE
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godot-nim - Nim bindings for Godot Engine
The MIT License
Copyright (c) 2018 Xored Software Inc.
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.

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# Nim bindings for Godot Engine
Nim bindings for Godot 3 based on [GDNative](https://godotengine.org/article/dlscript-here).
Documentation: https://pragmagic.github.io/godot-nim/
## Links
- [Godot Engine](http://www.godotengine.org/)
- [Nim](http://nim-lang.org/)
## License
This project is licensed under the MIT license. Read [LICENSE](LICENSE) file for details.
Copyright (c) 2018 Xored Software, Inc.

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# Copyright 2018 Xored Software, Inc.
import threadpool, os, osproc, strutils, sequtils, pegs
import "../godot/godotapigen.nim"
const dirs = ["godot"/"core", "godot"/"internal", "godot"/"nim"]
const files = ["godot"/"godotapigen.nim", "godot"/"godotinternal.nim",
"godot"/"godot.nim"]
const indexFile = "docs"/"index.rst"
const gitHubUrl = "https://github.com/pragmagic/godot-nim"
proc outName(outDir, file: string): string =
outDir / file.extractFilename().changeFileExt("html")
template quoted(s: string): string =
('"' & s & '"')
proc execOrFail(cmd: string) =
echo "[exec] " & cmd
let ret = execShellCmd(cmd)
if ret != 0:
raise newException(
Exception, "Command quit with exit code " & $ret & ": " & cmd)
template withDir(dir: string, body: typed) =
let curDir = getCurrentDir()
setCurrentDir(dir)
try:
body
finally:
setCurrentDir(curDir)
iterator walkDirRec(dir: string, filter: set[PathComponent],
extensions: openarray[string]): string =
for file in walkDirRec(dir, filter):
if not extensions.anyIt(file.endsWith(it)): continue
yield file
proc genApiFiles(targetDir, godotBin: string) =
let jsonFile = targetDir / "api.json"
try:
execOrFail(quoted(godotBin) &
" --gdnative-generate-json-api " & quoted(jsonFile))
except:
# this fails unstably even if api.json is created successfully
discard
if not fileExists(jsonFile):
raise newException(Exception, "Failed to generate Godot API wrappers")
genApi(targetDir, jsonFile)
writeFile(targetDir / "nim.cfg", "path=\"$projectdir/../../godot\"")
proc extractVersion(nimbleFile: string): string =
let contents = readFile(nimbleFile)
var matches: array[1, string]
doAssert match(contents, peg"""'version' \s* '=' \s* '"' {@} '"' """, matches)
result = matches[0]
proc fixupHrefs(file: string) =
var contents = readFile(file)
contents = contents.replacef(
peg"""'href="' ('internal'/'core'/'nim') '/' {@} '"' """,
"href=\"$#\"")
if file.contains("godotapi"):
contents = contents.replacef(
peg"""'href="' {('godotinternal' / 'godot') '.html"'} """,
"href=\"../$#")
writeFile(file, contents)
proc getGitHash(): string =
result = execProcess("git rev-parse HEAD")
if result.len > 0:
result = result.replace("\L", "").replace("\r", "")
proc buildDocs*(outDir, godotNimDir, godotBin: string) =
removeDir(outDir)
createDir(outDir)
let outDirAbs = expandFilename(outDir)
let godotBinAbs = expandFilename(godotBin)
setCurrentDir(godotNimDir)
let godotNimVersion = extractVersion("godot.nimble")
putEnv("godotnimversion", godotNimVersion)
putEnv("godotnimgithub", gitHubUrl)
let gitCommit = getGitHash()
var allNimFiles = newSeq[string]()
allNimFiles.add(files)
for dir in dirs:
for file in walkDirRec(dir, {pcFile, pcDir}, [".nim"]):
allNimFiles.add(file)
for file in allNimFiles:
spawn execOrFail(
"nim doc -d:useRealtimeGc --path:godot -o:" &
quoted(outName(outDirAbs, file)) &
" --git.url:" & quoted(gitHubUrl) &
" --git.commit:" & quoted(gitCommit) &
' ' & quoted(file))
let godotApiFolder = outDirAbs / "godotapi"
createDir(godotApiFolder)
genApiFiles(godotApiFolder, godotBinAbs)
for file in walkDirRec(godotApiFolder, {pcFile, pcDir}, [".nim"]):
spawn execOrFail("nim doc -d:useRealtimeGc --path:godot -o:" &
quoted(outName(godotApiFolder, file)) & ' ' & quoted(file))
sync()
var gitHash: string
withDir(godotBinAbs.parentDir()):
gitHash = getGitHash()
if gitHash.len == 0:
raise newException(Exception,
"Godot executable is not under Git repository")
var indexContent = readFile(indexFile)
var apiList = newStringOfCap(4096)
for file in walkDirRec(godotApiFolder, {pcFile, pcDir}):
if not file.endsWith(".html"):
removeFile(file)
else:
let moduleHtml = file.extractFileName()
let moduleName = moduleHtml.changeFileExt("")
apiList.add("* `" & moduleName & " <godotapi/" & moduleHtml & ">`_\L")
indexContent = indexContent.replace("$GODOTAPI_CHANGESET_HASH", gitHash).
replace("$AUTO_GENERATED_GODOTAPI_LIST", apiList).
replace("$GODOTNIM_GITHUB_URL", gitHubUrl)
let tmpRst = outDirAbs/"index.rst"
writeFile(tmpRst, indexContent)
try:
execOrFail("nim rst2html -o:" & quoted(outName(outDirAbs, tmpRst)) &
' ' & quoted(tmpRst))
finally:
removeFile(tmpRst)
for file in walkDirRec(outDir, {pcFile, pcDir}, [".html"]):
spawn fixupHrefs(file)
sync()
when isMainModule:
const outDir = "docgen"
if not fileExists("godot.nimble"):
echo "Must be executed from godot-nim root dir"
quit(-1)
let godotBin = getEnv("GODOT_BIN")
if godotBin.len == 0:
echo "GODOT_BIN environment variable must point to Godot executable"
quit(-1)
try:
buildDocs(outDir, getCurrentDir(), godotBin)
except:
echo getCurrentExceptionMsg()
quit(-1)

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# Copyright 2018 Xored Software, Inc.
import os, pegs, strutils
import docbuild
const indexTemplate = """<html>
<head><title>godot-nim docs index</title></head>
<body>
<h1>Documentation of Nim bindings for Godot Engine (<a href="https://github.com/$REPO_SLUG">GitHub</a>)</h1><br/>
$VERSION_LIST
</body>
</html>
"""
proc execOrQuit(cmd: string) =
let ret = execShellCmd(cmd)
if ret != 0:
quit(ret)
proc walkDirRecRelative(dir: string, cb: proc (file: string), start = "") =
for kind, path in walkDir(dir, relative = true):
if kind in {pcFile, pcLinkToFile}:
cb(if start.len > 0: start / path else: path)
elif kind in {pcDir, pcLinkToDir}:
let fullPath = if start.len > 0: start / path else: path
walkDirRecRelative(dir / fullPath, cb, fullPath)
proc publish(docDir, gitHubToken, repoSlug, branch, tag, changeset: string) =
let release = if branch == "master": branch else: tag
let commitComment = if release == "master":
"Update master documentation for changeset " & changeset
else:
"Update documentation for " & tag
const repoDir = "gh-pages"
execOrQuit(
"git clone --depth=1 --branch=gh-pages https://github.com/$#.git $#" %
[repoSlug, repoDir])
try:
removeDir(repoDir/release)
createDir(repoDir/release)
var versionList = newStringOfCap(4096)
for kind, path in walkDir(repoDir, relative = true):
if kind == pcDir and not path.startsWith("."):
versionList.add("<a href='$1/index.html'>$1</a><br/>" % path)
let index = indexTemplate.replace("$REPO_SLUG", repoSlug).
replace("$VERSION_LIST", versionList)
writeFile(repoDir/"index.html", index)
walkDirRecRelative(docDir) do (file: string):
createDir(parentDir(repoDir/release/file))
copyFile(docDir/file, repoDir/release/file)
setCurrentDir(repoDir)
try:
execOrQuit("git add --all")
execOrQuit("git commit -m \"$#\"" % commitComment)
execOrQuit("git push -fq \"https://$#@github.com/$#.git\" gh-pages" %
[gitHubToken, repoSlug])
finally:
setCurrentDir("..")
finally:
removeDir(repoDir)
when isMainModule:
proc getEnvOrQuit(key: string): string =
result = getEnv(key)
if result.len == 0:
echo "Expected environment variable: " & key
quit(1)
let pr = getEnv("TRAVIS_PULL_REQUEST")
if pr.len > 0 and pr != "false":
echo "This is a PR build. Skipping."
quit(0)
let repoSlug = getEnvOrQuit("TRAVIS_REPO_SLUG")
let branch = getEnvOrQuit("TRAVIS_BRANCH")
let changeset = getEnvOrQuit("TRAVIS_COMMIT")
let tag = getEnv("TRAVIS_TAG")
# let repoSlug = "pragmagic/godot-nim"
# let branch = "master"
# let changeset = "0fd0101432c1fed1004f50b035fcf74f75f004a8"
# let tag = ""
let gitHubToken = getEnvOrQuit("GITHUB_TOKEN")
if branch != "master" and not (tag =~ peg"^ 'v' \d+ '.' \d+ '.' \d+ $"):
echo "This is not master or tagged changeset. Skipping."
quit(0)
let godotBin = getEnvOrQuit("GODOT_BIN")
const docDir = "docgen"
buildDocs(docDir, getCurrentDir(), godotBin)
publish(docDir, gitHubToken, repoSlug, branch, tag, changeset)

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===============
Godot API (Nim)
===============
:Godot Git Hash: |godothash|
.. contents::
This is an auto-generated index of Godot API. It's built from Git changeset
$GODOTAPI_CHANGESET_HASH.
$AUTO_GENERATED_GODOTAPI_LIST

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=============================
Nim bindings for Godot Engine
=============================
:Author: Ruslan Mustakov
:Version: |godotnimversion|
:GitHub: `$GODOTNIM_GITHUB_URL <$GODOTNIM_GITHUB_URL>`_
:License: MIT
.. contents::
``godot-nim`` library allows to create games on
`Godot Engine <https://godotengine.org/>`_ with
`Nim programming language <https://nim-lang.org/>`_. Nim is a statically typed
language with an elegant Python-like syntax that compiles to native code.
It is garbage-collected, but its GC supports real-time mode which this library
makes use of. It means the GC will never run during game frames and will use
fixed amount of frame idle time to collect garbage. This leads to no stalls
and close to zero compromise on performance comparing to native languages with
manual memory management.
If you are not familiar with Nim yet, it is recommended to go through the
`official tutorial <https://nim-lang.org/docs/tut1.html>`_.
`VSCode <https://code.visualstudio.com/>`_ is the recommended editor for
working with Nim code. It is cross-platform and has the excellent
`nim plugin <https://marketplace.visualstudio.com/items?itemName=kosz78.nim>`_
that supports most of the features you would expect from an IDE.
It also has `godot-tools plugin <https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools>`_
which adds features for editing GDScript and Godot resource files.
Getting Started
===============
Getting Godot
--------------
The library requires Godot version 3.0, which you can get here:
https://godotengine.org/download
Installing Nim
-------------
The library requires Nim version 0.18.0 or newer, which you can get here:
https://nim-lang.org/install.html
Make sure you also have ``nimble`` (Nim's package manager) installed.
Creating Project
----------------
The fastest way to set up a Godot-Nim project is to use the existing stub:
.. code-block:: bash
git clone --depth=1 https://github.com/pragmagic/godot-nim-stub.git myproject
(you can then delete the .git directory within to untie the project from the
stub repository)
The stub contains the necessary build configuration to compile your code for
desktop and mobile platforms, as well as a couple of very simple scenes to
help you get started. Consult the stub's `README
<https://github.com/pragmagic/godot-nim-stub>`_ for information about
compiling the project.
Adding Nim to Existing Project
------------------------------
If you would like to use Nim in an existing project:
1. Copy ``nakefile.nim`` file and ``src`` directory from the stub described
in the previous section above your Godot project folder. Adjust paths in
build scripts (``nakefile.nim``, ``src/stub.nimble``) according to your
own project structure.
2. Copy ``nimlib.gdnlib`` to your Godot project folder. It is a
GDNative library resource that contains paths to dynamic libraries
compiled by Nim.
Next Steps
----------
Once you are familiarized with the build process (it's as simple as running
``nake build`` after you are set up), it is recommended to go through
`godotmacros <godotmacros.html>`_ and `godotnim <godotnim.html>`_ module
documentations. They describe special macros and procedures needed to define
or instantiate Godot objects. After you learned that, the rest is similar to
using any Nim library. These bindings do not limit any of Nim's capabilities,
and you can use any Nim types as fields or parameters of Godot objects and
their procedures (but, obviously, you may not be able to export some of them
to Godot editor or GDScript, unless you define your own converters).
Modules
=======
The binding library consists of three major modules:
* `godot <#modules-godot-module>`_ - Contains core types and macro definitions.
You need to import this in any module that defines or makes use of Godot
types.
* `godotinternal <#modules-godotinternal-module>`_ - Contains raw wrappers over
few core types, such as ``GodotVariant``, ``GodotString``, ``GodotNodePath``,
``GodotDictionary``, pool arrays. These are used by ``godotapigen`` and macro
implementations, and you don't have to use them at all in your code, unless
you want to go into low-level details for some reason. Each of those types
needs to be destructed manually with ``deinit`` procedure.
* `godotapigen <godotapigen.html>`_ - Wrapper generator based on data from
Godot's ``ClassDB``. You only need to use it as a part of the build process.
godot Module
------------
Contains core types and macro definitions. You need to import this in any
module that defines or makes use of Godot types. The sumbodules below are
exported and you don't have to import any of them directly.
* `godotnim <godotnim.html>`_ Defines ``NimGodotObject`` and Varaint converters
for standard Nim types.
* `godotmacros <godotmacros.html>`_ Defines ``gdobj`` macro for defining
Godot objects.
* `variants <variants.html>`_ ``Variant`` type represents a "dynamic object"
that many Godot procedures make use of.
* `arrays <arrays.html>`_ Defines ``Array`` of Variants.
* `basis <basis.html>`_ Defines 3D ``Basis``.
* `colors <colors.html>`_ Defines ARGB ``Color``.
* `dictionaries <dictionaries.html>`_ Defines ``Variant`` -> ``Variant``
``Dictionary``.
* `nodepaths <nodepaths.html>`_ Defines ``NodePath`` - a path to a ``Node``.
* `planes <planes.html>`_ Defines 3D ``Plane``.
* `poolarrays <poolarrays.html>`_ Defines pooled arrays: ``PoolByteArray``,
``PoolIntArray``, ``PoolRealArray``, ``PoolVector2Array``,
``PoolVector3Array``, ``PoolColorArray``, ``PoolStringArray``.
* `quats <quats.html>`_ Defines ``Quat`` (quaternion) describing object
rotation in 3D space.
* `rect2 <rect2.html>`_ Defines ``Rect2`` - a 2D rectangle.
* `aabb <aabb.html>`_ Defines ``AABB`` - a 3D box.
* `rids <rids.html>`_ Defines ``RID`` - a resource identifier.
* `transform2d <transform2d.html>`_ Defines ``Transform2D``.
* `transforms <transforms.html>`_ Defines ``Transform``.
* `vector2 <vector2.html>`_ Defines ``Vector2``.
* `vector3 <vector3.html>`_ Defines ``Vector3``.
* `godotbase <godotbase.html>`_ Defines ``Error`` type and few common math
procedures missing in Nim's standard library.
Godot API
---------
This is an auto-generated list of Godot API modules. It's built from Godot
changeset `$GODOTAPI_CHANGESET_HASH
<https://github.com/godotengine/godot/commit/$GODOTAPI_CHANGESET_HASH>`_.
$AUTO_GENERATED_GODOTAPI_LIST
godotinternal Module
--------------------
Contains low-level wrappers over Godot types that require manual memory
management. This module is used within ``godot-nim`` implementation and you
don't need to import it unless you know what you are doing.
* `godotdictionaries <godotdictionaries.html>`_
* `godotnodepaths <godotnodepaths.html>`_
* `godotpoolarrays <godotpoolarrays.html>`_
* `godotstrings <godotstrings.html>`_
* `godotvariants <godotvariants.html>`_

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--threads:on

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version = "0.8.2"
author = "Xored Software, Inc."
description = "Godot Engine bindings"
license = "MIT"
srcDir = "godot"
requires "nim >= 0.17.3", "compiler >= 0.17.3"

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initAABB*(pos, size: Vector3): AABB {.inline.} =
AABB(position: pos, size: size)
proc `$`*(self: AABB): string {.inline.} =
$getGDNativeAPI().aabbAsString(self)
proc hash*(self: AABB): Hash {.inline.} =
!$(self.position.hash() !& self.size.hash())
proc area*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetArea(self)
proc hasNoArea*(self: AABB): bool {.inline.} =
getGDNativeAPI().aabbHasNoArea(self)
proc hasNoSurface*(self: AABB): bool {.inline.} =
getGDNativeAPI().aabbHasNoSurface(self)
proc intersects*(self, other: AABB): bool {.inline.} =
getGDNativeAPI().aabbIntersects(self, other)
proc encloses*(self, other: AABB): bool {.inline.} =
getGDNativeAPI().aabbEncloses(self, other)
proc merge*(self, other: AABB): AABB {.inline.} =
getGDNativeAPI().aabbMerge(self, other).toAABB()
proc intersection*(self, other: AABB): AABB {.inline.} =
getGDNativeAPI().aabbIntersection(self, other).toAABB()
proc intersectsPlane*(self: AABB; plane: Plane): bool {.inline.} =
getGDNativeAPI().aabbIntersectsPlane(self, plane)
proc intersectsSegment*(self: AABB; start, to: Vector3): bool {.inline.} =
getGDNativeAPI().aabbIntersectsSegment(self, start, to)
proc contains*(self: AABB; point: Vector3): bool {.inline.} =
getGDNativeAPI().aabbHasPoint(self, point)
proc getSupport*(self: AABB; dir: Vector3): Vector3 {.inline.} =
getGDNativeAPI().aabbGetSupport(self, dir).toVector3()
proc getLongestAxis*(self: AABB): Vector3 {.inline.} =
getGDNativeAPI().aabbGetLongestAxis(self).toVector3()
proc getLongestAxisIndex*(self: AABB): cint {.inline.} =
getGDNativeAPI().aabbGetLongestAxisIndex(self)
proc getLongestAxisSize*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetLongestAxisSize(self)
proc getShortestAxis*(self: AABB): Vector3 {.inline.} =
getGDNativeAPI().aabbGetShortestAxis(self).toVector3()
proc getShortestAxisIndex*(self: AABB): cint {.inline.} =
getGDNativeAPI().aabbGetShortestAxisIndex(self)
proc getShortestAxisSize*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetShortestAxisSize(self)
proc expand*(self: AABB; toPoint: Vector3): AABB {.inline.} =
getGDNativeAPI().aabbExpand(self, toPoint).toAABB()
proc grow*(self: AABB; by: float32): AABB {.inline.} =
getGDNativeAPI().aabbGrow(self, by).toAABB()
proc getEndpoint*(self: AABB; idx: cint): Vector3 {.inline.} =
getGDNativeAPI().aabbGetEndpoint(self, idx).toVector3()
proc `==`*(a, b: AABB): bool {.inline.} =
getGDNativeAPI().aabbOperatorEqual(a, b)

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# Copyright 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotarrays
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()
proc newArray*(arr: GodotArray): Array {.inline.} =
new(result, arrayFinalizer)
result.godotArray = arr
import variants
proc newArray*(s: varargs[Variant]): Array =
new(result, arrayFinalizer)
initGodotArray(result.godotArray)
for v in s:
result.godotArray.add(v.godotVariant[])
proc newArray*(s: openarray[Variant]): Array =
result = newArray()
for v in s:
result.godotArray.add(v.godotVariant[])
import poolarrays
proc newArray*(pca: PoolColorArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pca.godotPoolColorArray[])
proc newArray*(pv3a: PoolVector3Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[])
proc newArray*(pv2a: PoolVector2Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[])
proc newArray*(psa: PoolStringArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, psa.godotPoolStringArray[])
proc newArray*(pra: PoolRealArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pra.godotPoolRealArray[])
proc newArray*(pia: PoolIntArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pia.godotPoolIntArray[])
proc newArray*(pba: PoolByteArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pba.godotPoolByteArray[])
proc `[]=`*(self: Array; idx: int; value: Variant) {.inline.} =
self.godotArray[idx.cint] = value.godotVariant[]
proc `[]`*(self: Array; idx: int): Variant {.inline.} =
newVariant(self.godotArray[idx.cint])
proc add*(self: Array; value: Variant) {.inline.} =
self.godotArray.add(value.godotVariant[])
proc clear*(self: Array) {.inline.} =
self.godotArray.clear()
proc count*(self: Array; value: Variant): int {.inline.} =
self.godotArray.count(value.godotVariant[]).int
proc isEmpty*(self: Array): bool {.inline.} =
self.godotArray.isEmpty()
proc erase*(self: Array; value: Variant) {.inline.} =
self.godotArray.erase(value.godotVariant[])
proc first*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.first())
proc last*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.last())
proc find*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray.find(what.godotVariant[], f.cint).int
proc findLast*(self: Array; what: Variant): int {.inline.} =
self.godotArray.findLast(what.godotVariant[]).int
proc contains*(self: Array; value: Variant): bool {.inline.} =
self.godotArray.contains(value.godotVariant[])
proc hash*(self: Array): Hash {.inline.} =
hash(self.godotArray.godotHash())
proc insert*(self: Array; pos: int; value: Variant) {.inline.} =
self.godotArray.insert(pos.cint, value.godotVariant[])
proc reverse*(self: Array) {.inline.} =
self.godotArray.reverse()
proc popLast*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popLast())
proc popFirst*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popFirst())
proc addLast*(self: Array; value: Variant) {.inline.} =
self.godotArray.addLast(value.godotVariant[])
proc addFirst*(self: Array; value: Variant) {.inline.} =
self.godotArray.addFirst(value.godotVariant[])
proc delete*(self: Array; idx: int) {.inline.} =
self.godotArray.delete(idx.cint)
proc setLen*(self: Array; size: int) {.inline.} =
self.godotArray.setLen(size.cint)
proc rfind*(self: Array; what: Variant; fromIdx: int): int {.inline.} =
self.godotArray.rfind(what.godotVariant[], fromIdx.cint).int
proc len*(self: Array): int {.inline.} =
self.godotArray.len.int
proc sort*(self: Array) {.inline.} =
self.godotArray.sort()
iterator items*(self: Array): Variant =
for i in 0..<self.len:
yield self[i]
iterator pairs*(self: Array): tuple[key: int, val: Variant] =
for i in 0..<self.len:
yield (i, self[i])
proc `$`*(self: Array): string =
$self.godotArray

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# Copyright (c) 2018 Xored Software, Inc.
import math, hashes
import godotbase, vector3, quats
import godotcoretypes
{.push stackTrace: off.}
proc setCells*(basis: var Basis, xx, xy, xz, yx, yy, yz, zx, zy, zz: float32) =
basis.elements[0].x = xx
basis.elements[0].y = xy
basis.elements[0].z = xz
basis.elements[1].x = yx
basis.elements[1].y = yy
basis.elements[1].z = yz
basis.elements[2].x = zx
basis.elements[2].y = zy
basis.elements[2].z = zz
proc `[]`*(self: Basis; row: range[0..2]): Vector3 {.inline.} =
self.elements[row]
proc `[]`*(self: var Basis; row: range[0..2]): var Vector3 {.inline.} =
self.elements[row]
proc `[]=`*(self: var Basis; row: range[0..2];
value: Vector3) {.inline.} =
self.elements[row] = value
proc `==`*(self, other: Basis): bool =
for i in 0..2:
for j in 0..2:
if self[i][j] != other[i][j]:
return false
result = true
proc isEqualApprox*(self, other: Basis): bool =
for i in 0..2:
for j in 0..2:
if not self[i][j].isEqualApprox(other[i][j]):
return false
result = true
proc tdotx*(self: Basis; v: Vector3): float32 {.inline.} =
self.elements[0].x * v.x + self.elements[1].x * v.y + self.elements[2].x * v.z
proc tdoty*(self: Basis; v: Vector3): float32 {.inline.} =
self.elements[0].y * v.x + self.elements[1].y * v.y + self.elements[2].y * v.z
proc tdotz*(self: Basis; v: Vector3): float32 {.inline.} =
self.elements[0].z * v.x + self.elements[1].z * v.y + self.elements[2].z * v.z
proc `+`*(self, other: Basis): Basis {.inline.} =
result[0] = self[0] + other[0]
result[1] = self[1] + other[1]
result[2] = self[2] + other[2]
proc `+=`*(self: var Basis, other: Basis) {.inline.} =
self[0] += other[0]
self[1] += other[1]
self[2] += other[2]
proc `-`*(self, other: Basis): Basis {.inline.} =
result[0] = self[0] - other[0]
result[1] = self[1] - other[1]
result[2] = self[2] - other[2]
proc `-=`*(self: var Basis, other: Basis) {.inline.} =
self[0] -= other[0]
self[1] -= other[1]
self[2] -= other[2]
proc `*`*(self, other: Basis): Basis {.inline.} =
result.setCells(
other.tdotx(self[0]), other.tdoty(self[0]), other.tdotz(self[0]),
other.tdotx(self[1]), other.tdoty(self[1]), other.tdotz(self[1]),
other.tdotx(self[2]), other.tdoty(self[2]), other.tdotz(self[2])
)
proc `*=`*(self: var Basis, other: Basis) {.inline.} =
self.setCells(
other.tdotx(self[0]), other.tdoty(self[0]), other.tdotz(self[0]),
other.tdotx(self[1]), other.tdoty(self[1]), other.tdotz(self[1]),
other.tdotx(self[2]), other.tdoty(self[2]), other.tdotz(self[2])
)
proc `*=`*(self: var Basis; b: float32) {.inline.} =
self[0] *= b
self[1] *= b
self[2] *= b
proc `*`*(self: Basis; b: float32): Basis {.inline.} =
result = self
result *= b
proc initBasis*(): Basis {.inline.} =
result.setCells(
1, 0, 0,
0, 1, 0,
0, 0, 1
)
proc initBasis*(row0, row1, row2: Vector3): Basis {.inline.} =
Basis(elements: [row0, row1, row2])
proc initBasis*(xx, xy, xz, yx, yy, yz, zx, zy, zz: float32): Basis =
result.setCells(xx, xy, xz, yx, yy, yz, zx, zy, zz)
proc initBasis*(euler: Quat): Basis {.inline.} =
let d = euler.lengthSquared()
let s = 2.0 / d
let xs = euler.x * s
let ys = euler.y * s
let zs = euler.z * s
let wx = euler.w * xs
let wy = euler.w * ys
let wz = euler.w * zs
let xx = euler.x * xs
let xy = euler.x * ys
let xz = euler.x * zs
let yy = euler.y * ys
let yz = euler.y * zs
let zz = euler.z * zs
result.setCells(
1.0 - (yy + zz), xy - wz, xz + wy,
xy + wz, 1.0 - (xx + zz), yz - wx,
xz - wy, yz + wx, 1.0 - (xx + yy))
proc setAxisAngle(self: var Basis, axis: Vector3, phi: float32) =
assert(axis.isNormalized())
let axisSq = vec3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z)
let cosine = cos(phi);
let sine = sin(phi);
self.elements[0].x = axisSq.x + cosine * (1.0 - axisSq.x)
self.elements[0].y = axis.x * axis.y * (1.0 - cosine) - axis.z * sine
self.elements[0].z = axis.z * axis.x * (1.0 - cosine) + axis.y * sine
self.elements[1].x = axis.x * axis.y * (1.0 - cosine) + axis.z * sine
self.elements[1].y = axisSq.y + cosine * (1.0 - axisSq.y)
self.elements[1].z = axis.y * axis.z * (1.0 - cosine) - axis.x * sine
self.elements[2].x = axis.z * axis.x * (1.0 - cosine) - axis.y * sine
self.elements[2].y = axis.y * axis.z * (1.0 - cosine) + axis.x * sine
self.elements[2].z = axisSq.z + cosine * (1.0 - axisSq.z)
proc initBasis*(axis: Vector3, phi: float32): Basis {.inline.} =
result.setAxisAngle(axis, phi)
proc setEuler*(self: var Basis, euler: Vector3) =
var c = cos(euler.x)
var s = sin(euler.x)
let xmat = initBasis(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c)
c = cos(euler.y)
s = sin(euler.y)
let ymat = initBasis(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c)
c = cos(euler.z)
s = sin(euler.z)
let zmat = initBasis(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0)
self = xmat * (ymat * zmat)
proc getEuler*(self: Basis): Vector3 =
result.y = arcsin(self.elements[0].z)
if result.y < PI * 0.5:
if result.y > -PI * 0.5:
result.x = arctan2(-self.elements[1].z, self.elements[2].z)
result.z = arctan2(-self.elements[0].y, self.elements[0].x)
else:
let r = arctan2(self.elements[1].x, self.elements[1].y)
result.x = -r
else:
let r = arctan2(self.elements[0].y, self.elements[1].y)
result.x = r
proc initBasis*(euler: Vector3): Basis {.inline.} =
result.setEuler(euler)
proc outer*(self, other: Vector3): Basis {.inline.} =
let row0 = vec3(self.x * other.x, self.x * other.y, self.x * other.z)
let row1 = vec3(self.y * other.x, self.y * other.y, self.y * other.z)
let row2 = vec3(self.z * other.x, self.z * other.y, self.z * other.z)
initBasis(row0, row1, row2)
proc toDiagonalMatrix*(self: Vector3): Basis {.inline.} =
initBasis(
self.x, 0, 0,
0, self.y, 0,
0, 0, self.z
)
proc `$`*(self: Basis): string {.inline.} =
result = newStringOfCap(128)
for i in 0..2:
for j in 0..2:
if i != 0 or j != 0:
result.add(", ")
result.add($self[i][j])
proc hash*(self: Basis): Hash {.inline.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
template cofac(row1, col1, row2, col2: int): float32 =
self.elements[row1][col1] * self.elements[row2][col2] -
self.elements[row1][col2] * self.elements[row2][col1]
proc determinant(self: Basis): float32 {.inline.} =
self[0][0] * cofac(1, 1, 2, 2) -
self[1][0] * cofac(0, 1, 2, 2) +
self[2][0] * cofac(0, 1, 1, 2)
proc invert*(self: var Basis) =
let co = [cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1)]
let det = self.elements[0][0] * co[0] +
self.elements[0][1] * co[1] +
self.elements[0][2] * co[2]
assert(det != 0)
let s = 1.0'f32 / det
self.setCells(
co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
co[2] * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s
)
proc inverse*(self: Basis): Basis {.inline.} =
result = self
result.invert()
proc axis*(self: Basis; idx: range[0..2]): Vector3 {.inline.} =
vec3(self[0][idx], self[1][idx], self[2][idx])
proc setAxis*(self: var Basis; idx: range[0..2]; value: Vector3) {.inline.} =
self.elements[0][idx] = value.x
self.elements[1][idx] = value.y
self.elements[2][idx] = value.z
proc row*(self: Basis; row: range[0..2]): Vector3 {.inline.} =
self.elements[row]
proc setRow*(self: var Basis; row: range[0..2]; value: Vector3) {.inline.} =
self.elements[row] = value
proc getMainDiagonal*(self: Basis): Vector3 {.inline.} =
vec3(self.elements[0][0], self.elements[1][1], self.elements[2][2])
proc zero*(self: var Basis) {.inline.} =
self.elements[0].zero()
self.elements[1].zero()
self.elements[2].zero()
proc orthonormalize(self: var Basis) =
var x = self.axis(0)
var y = self.axis(1)
var z = self.axis(2)
x.normalize()
y = y - x * x.dot(y)
y.normalize()
z = z - x * x.dot(z) - y * y.dot(z)
z.normalize()
self.setAxis(0, x)
self.setAxis(1, y)
self.setAxis(2, z)
proc orthonormalized*(self: Basis): Basis {.inline.} =
result = self
result.orthonormalize()
proc transpose*(self: var Basis) {.inline.} =
swap(self.elements[0].x, self.elements[1].x)
swap(self.elements[0].z, self.elements[2].x)
swap(self.elements[1].z, self.elements[2].y)
proc transposed*(self: Basis): Basis {.inline.} =
result = self
result.transpose()
proc isOrthogonal*(self: Basis): bool {.inline.} =
let id = initBasis()
let m = self * self.transposed()
result = id.isEqualApprox(m)
proc isRotation*(self: Basis): bool {.inline.} =
self.determinant().isEqualApprox(1.0) and self.isOrthogonal()
proc isSymmetric*(self: Basis): bool {.inline.} =
if not self.elements[0][1].isEqualApprox(self.elements[1][0]):
return false
if not self.elements[0][2].isEqualApprox(self.elements[2][0]):
return false
if not self.elements[1][2].isEqualApprox(self.elements[2][1]):
return false
result = true
proc scale*(self: var Basis, scale: Vector3) =
self[0].x *= scale.x
self[0].y *= scale.x
self[0].z *= scale.x
self[1].x *= scale.y
self[1].y *= scale.y
self[1].z *= scale.y
self[2].x *= scale.z
self[2].y *= scale.z
self[2].z *= scale.z
proc scaled*(self: Basis, scale: Vector3): Basis =
result = self
result.scale(scale)
proc rotated*(self: Basis; axis: Vector3; phi: float32): Basis {.inline.} =
initBasis(axis, phi) * self
proc rotate*(self: var Basis; axis: Vector3; phi: float32) {.inline.} =
self = self.rotated(axis, phi)
proc rotated*(self: Basis; euler: Vector3): Basis {.inline.} =
initBasis(euler) * self
proc rotate*(self: var Basis; euler: Vector3) {.inline.} =
self = self.rotated(euler)
proc getScale*(self: Basis): Vector3 =
let detSign = if self.determinant() > 0: 1'f32 else: -1'f32
result = detSign * vec3(
vec3(self.elements[0].x, self.elements[1].x, self.elements[2].x).length(),
vec3(self.elements[0].y, self.elements[1].y, self.elements[2].y).length(),
vec3(self.elements[0].z, self.elements[1].z, self.elements[2].z).length(),
)
proc getRotation*(self: Basis): Vector3 {.inline.} =
var m = self.orthonormalized()
let det = m.determinant()
if det < 0:
m.scale(vec3(-1, -1, -1))
result = m.getEuler()
proc setScale*(self: var Basis; scale: Vector3) =
let e = self.getEuler()
self = initBasis() # reset to identity
self.scale(scale)
self.rotate(e)
proc setRotationEuler*(self: var Basis; euler: Vector3) =
let s = self.getScale()
self = initBasis()
self.scale(s)
self.rotate(euler)
proc setRotationAxisAngle*(self: var Basis; axis: Vector3; angle: float32) =
let s = self.getScale()
self = initBasis()
self.scale(s)
self.rotate(axis, angle)
proc asQuat*(self: Basis): Quat =
let trace = self.elements[0].x + self.elements[1].y + self.elements[2].z
var temp: array[4, float32]
if trace > 0'f32:
var s = sqrt(trace + 1.0)
temp[3] = s * 0.5
s = 0.5 / s
temp[0] = (self.elements[2].y - self.elements[1].z) * s
temp[1] = (self.elements[0].z - self.elements[2].x) * s
temp[2] = (self.elements[1].x - self.elements[0].y) * s
else:
let i = if self.elements[0].x < self.elements[1].y:
if self.elements[1].y < self.elements[2].z: 2 else: 1
else:
if self.elements[0].x < self.elements[2].z: 2 else: 0
let j = (i + 1) mod 3
let k = (i + 2) mod 3
var s = sqrt(self.elements[i][i] - self.elements[j][j] -
self.elements[k][k] + 1.0)
temp[i] = s * 0.5
s = 0.5 / s
temp[3] = (self.elements[k][j] - self.elements[j][k]) * s
temp[j] = (self.elements[j][i] + self.elements[i][j]) * s
temp[k] = (self.elements[k][i] + self.elements[i][k]) * s
result = initQuat(temp[0], temp[1], temp[2], temp[3])
proc xform*(self: Basis; v: Vector3): Vector3 {.inline.} =
vec3(
self.elements[0].dot(v),
self.elements[1].dot(v),
self.elements[2].dot(v)
)
proc xformInv*(self: Basis; v: Vector3): Vector3 {.inline.} =
vec3(
self.elements[0].x * v.x + self.elements[1].x * v.y + self.elements[2].x * v.z,
self.elements[0].y * v.x + self.elements[1].y * v.y + self.elements[2].y * v.z,
self.elements[0].z * v.x + self.elements[1].z * v.y + self.elements[2].z * v.z,
)
const orthoBases = [
initBasis(1, 0, 0, 0, 1, 0, 0, 0, 1),
initBasis(0, -1, 0, 1, 0, 0, 0, 0, 1),
initBasis(-1, 0, 0, 0, -1, 0, 0, 0, 1),
initBasis(0, 1, 0, -1, 0, 0, 0, 0, 1),
initBasis(1, 0, 0, 0, 0, -1, 0, 1, 0),
initBasis(0, 0, 1, 1, 0, 0, 0, 1, 0),
initBasis(-1, 0, 0, 0, 0, 1, 0, 1, 0),
initBasis(0, 0, -1, -1, 0, 0, 0, 1, 0),
initBasis(1, 0, 0, 0, -1, 0, 0, 0, -1),
initBasis(0, 1, 0, 1, 0, 0, 0, 0, -1),
initBasis(-1, 0, 0, 0, 1, 0, 0, 0, -1),
initBasis(0, -1, 0, -1, 0, 0, 0, 0, -1),
initBasis(1, 0, 0, 0, 0, 1, 0, -1, 0),
initBasis(0, 0, -1, 1, 0, 0, 0, -1, 0),
initBasis(-1, 0, 0, 0, 0, -1, 0, -1, 0),
initBasis(0, 0, 1, -1, 0, 0, 0, -1, 0),
initBasis(0, 0, 1, 0, 1, 0, -1, 0, 0),
initBasis(0, -1, 0, 0, 0, 1, -1, 0, 0),
initBasis(0, 0, -1, 0, -1, 0, -1, 0, 0),
initBasis(0, 1, 0, 0, 0, -1, -1, 0, 0),
initBasis(0, 0, 1, 0, -1, 0, 1, 0, 0),
initBasis(0, 1, 0, 0, 0, 1, 1, 0, 0),
initBasis(0, 0, -1, 0, 1, 0, 1, 0, 0),
initBasis(0, -1, 0, 0, 0, -1, 1, 0, 0)
]
proc orthogonalIndex*(self: Basis): int =
var orth = self
for i in 0..2:
for j in 0..2:
var v = orth[i][j]
if v > 0.5:
v = 1.0'f32
elif v < -0.5:
v = -1.0'f32
else:
v = 0'f32
orth[i][j] = v
for idx, base in orthoBases:
if base == orth:
return idx
proc setOrthogonalIndex*(self: var Basis, idx: range[0..23]) =
self = orthoBases[idx]
proc rotate*(self: var Vector3; axis: Vector3; phi: float32) =
self = initBasis(axis, phi).xform(self)
proc rotated*(self: Vector3; axis: Vector3; phi: float32): Vector3 =
result = self
result.rotate(axis, phi)
{.pop.} # stackTrace: off

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, gdnativeapi
proc initColor*(r, g, b: float32; a: float32 = 1.0'f32): Color {.inline.} =
Color(
r: r,
g: g,
b: b,
a: a
)
proc initColor*(): Color {.inline.} =
## Initializes black color with 1.0 alpha
initColor(0, 0, 0)
proc h*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGetH(self)
proc s*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGetS(self)
proc v*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGetV(self)
proc `$`*(self: Color): string {.inline.} =
result = newStringOfCap(50)
result.add($self.r)
result.add(", ")
result.add($self.g)
result.add(", ")
result.add($self.b)
result.add(", ")
result.add($self.a)
proc hash*(self: Color): Hash {.inline.} =
!$(self.r.hash() !& self.g.hash() !& self.b.hash() !& self.a.hash())
proc toHex(val: float32, target: var string, targetIdx: int) =
let val = clamp(int(val * 255), 0, 255)
let nums = [(val and 0xF0) shr 4, val and 0xF]
for i, num in nums:
target[targetIdx + i] = if num < 10: chr(ord('0') + num)
else: chr(ord('A') + (num - 10))
proc toHtml*(self: Color, withAlpha: bool): string =
let size = if withAlpha: 8 else: 6
result = newString(size)
toHex(self.r, result, 0)
toHex(self.g, result, 2)
toHex(self.b, result, 4)
if withAlpha:
toHex(self.b, result, 6)
proc toARGB32*(self: Color): uint32 {.inline.} =
result = uint8(self.a * 255)
result = (result shl 8) or uint8(self.r * 255)
result = (result shl 8) or uint8(self.g * 255)
result = (result shl 8) or uint8(self.b * 255)
proc gray*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGray(self)
proc inverted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorInverted(self).toColor()
proc contrasted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorContrasted(self).toColor()
proc lerp*(self: Color; b: Color; t: float32): Color {.inline.} =
getGDNativeAPI().colorLinearInterpolate(self, b, t).toColor()
proc blend*(self: Color; over: Color): Color {.inline.} =
getGDNativeAPI().colorBlend(self, over).toColor()
proc `==`*(a, b: Color): bool {.inline.} =
a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
proc `<`*(a, b: Color): bool =
if a.r == b.r:
if a.g == b.g:
if a.b == b.b:
return a.a < b.a
return a.b < b.b
return a.g < b.g
return a.r < b.r

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# Copyright 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotdictionaries,
internal/godotvariants, internal/godotstrings
type
Dictionary* = ref object
godotDictionary: GodotDictionary
proc dictionaryFinalizer(dict: Dictionary) =
dict.godotDictionary.deinit()
proc newDictionary*(): Dictionary {.inline.} =
new(result, dictionaryFinalizer)
initGodotDictionary(result.godotDictionary)
proc newDictionary*(dict: GodotDictionary): Dictionary {.inline.} =
new(result, dictionaryFinalizer)
result.godotDictionary = dict
proc godotDictionary*(dict: Dictionary): ptr GodotDictionary =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``dict``
addr dict.godotDictionary
proc len*(self: Dictionary): int {.inline.} =
self.godotDictionary.len.int
proc isEmpty*(self: Dictionary): bool {.inline.} =
self.godotDictionary.isEmpty()
proc clear*(self: Dictionary) {.inline.} =
self.godotDictionary.clear()
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
import variants, arrays
proc newVariant*(dict: Dictionary): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], dict.godotDictionary)
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant[].asGodotDictionary())
proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
self.godotDictionary.contains(key.godotVariant[])
proc contains*(self: Dictionary; keys: Array): bool {.inline.} =
self.godotDictionary.contains(keys.godotArray[])
proc del*(self: Dictionary; key: Variant) {.inline.} =
self.godotDictionary.del(key.godotVariant[])
proc keys*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.keys())
proc values*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.values())
proc `[]`*(self: Dictionary; key: Variant): Variant {.inline.} =
newVariant(self.godotDictionary[key.godotVariant[]])
proc `[]`*(self: Dictionary; keyStr: string): Variant {.inline.} =
var godotVariant: GodotVariant
var godotStr = keyStr.toGodotString()
initGodotVariant(godotVariant, godotStr)
result = newVariant(self.godotDictionary[godotVariant])
godotStr.deinit()
godotVariant.deinit()
proc `[]=`*(self: Dictionary; key, value: Variant) {.inline.} =
self.godotDictionary[key.godotVariant[]] = value.godotVariant[]
proc `==`*(self, other: Dictionary): bool {.inline.} =
if self.isNil and other.isNil: return true
if self.isNil != other.isNil: return false
result = self.godotDictionary == other.godotDictionary
proc toJson*(self: Dictionary): string {.inline.} =
var s = self.godotDictionary.toJson()
result = $s
s.deinit()
iterator keys*(dict: Dictionary): Variant =
let keyArr = dict.keys()
for key in keyArr:
yield key
iterator values*(dict: Dictionary): Variant =
let valArr = dict.values()
for val in valArr:
yield val
iterator pairs*(dict: Dictionary): tuple[key, val: Variant] =
for key in keys(dict):
yield (key, dict[key])
proc `$`*(self: Dictionary): string =
result = newStringOfCap(32)
result.add('{')
for k, v in self:
if result.len > 1:
result.add(", ")
result.add($k)
result.add(": ")
result.add($v)
result.add('}')

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# Copyright (c) 2018 Xored Software, Inc.
import math, godotinternal
# math helpers
{.push stackTrace: off.}
const EPSILON = 0.00001'f32
proc isEqualApprox*(a, b: float32): bool {.inline, noinit.} =
abs(a - b) < EPSILON
proc isEqualApprox*(a, b: float64): bool {.inline, noinit.} =
abs(a - b) < EPSILON
proc sign*(a: float32): float32 {.inline, noinit.} =
if a < 0: -1.0'f32 else: 1.0'f32
proc sign*(a: float64): float64 {.inline, noinit.} =
if a < 0: -1.0'f64 else: 1.0'f64
proc stepify*(value, step: float64): float64 {.inline, noinit.} =
if step != 0'f64:
floor(value / step + 0.5'f64) * step
else:
value
proc stepify*(value, step: float32): float32 {.inline, noinit.} =
if step != 0'f32:
floor(value / step + 0.5'f32) * step
else:
value
when (NimMajor, NimMinor, NimPatch) < (0, 20, 4):
# Newer Nim has these procs in system module
proc min*(x, y: float32): float32 {.inline, noinit.} =
if x <= y: x else: y
proc abs*(x: float32): float32 {.inline, noinit.} =
if x < 0.0: -x else: x
proc max*(x, y: float32): float32 {.inline, noinit.} =
if y <= x: x else: y
{.pop.} # stackTrace: off
template printWarning*(warning: typed) =
## Prints ``warning`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintWarning(cstring($warning), cstring"", cstring(instInfo.filename), instInfo.line.cint)
template printError*(error: typed) =
## Prints ``error`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintError(cstring($error), cstring"", cstring(instInfo.filename), instInfo.line.cint)
proc print*(parts: varargs[string, `$`]) =
## Prints concatenated ``parts`` to Godot log.
var combined = ""
for v in parts:
combined.add(v)
var s = combined.toGodotString()
godotPrint(s)
s.deinit()

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# Copyright 2018 Xored Software, Inc.
type
Color* {.byref.} = object
r*: float32
g*: float32
b*: float32
a*: float32
Vector3* {.byref.} = object
x*: float32
y*: float32
z*: float32
Vector2* {.byref.} = object
x*: float32
y*: float32
Plane* {.byref.} = object
normal*: Vector3
d*: float32
Basis* {.byref.} = object
elements*: array[3, Vector3]
Quat* {.byref.} = object
x*: float32
y*: float32
z*: float32
w*: float32
AABB* {.byref.} = object
position*: Vector3
size*: Vector3
Rect2* {.byref.} = object
position*: Vector2
size*: Vector2
Transform2D* {.byref.} = object
elements*: array[3, Vector2]
Transform* {.byref.} = object
basis*: Basis
origin*: Vector3
RID* {.byref.} = object
data: array[sizeof(int), byte]
Error* {.size: sizeof(cint), pure.} = enum
OK,
Failed, ## Generic fail error
Unavailable, ## What is requested is unsupported/unavailable
Unconfigured, ## The object being used hasnt been properly set up yet
Unauthorized, ## Missing credentials for requested resource
ParameterRangeError, ## Parameter given out of range (5)
OutOfMemory, ## Out of memory
FileNotFound,
FileBadDrive,
FileBadPath,
FileNoPermission, ## (10)
FileAlreadyInUse,
FileCantOpen,
FileCantWrite,
FileCantRead,
FileUnrecognized, ## (15)
FileCorrupt,
FileMissingDependencies,
FileEOF,
CantOpen, ## Can't open a resource/socket/file
CantCreate, ## (20)
QueryFailed,
AlreadyInUse,
Locked, ## resource is locked
Timeout,
CantConnect, ## (25)
CantResolve,
ConnectionError,
CantAquireResource,
CantFork,
InvalidData, ## Data passed is invalid (30)
InvalidParameter, ## Parameter passed is invalid
AlreadyExists, ## When adding, item already exists
DoesNotExist, ## When retrieving/erasing, it item does not exist
DatabaseCantRead, ## Database is full
DatabaseCantWrite, ## Database is full (35)
CompilationFailed,
MethodNotFound,
LinkFailed,
ScriptFailed,
CyclicLink, ## (40)
InvalidDeclaration,
DuplicateSymbol,
PauseError,
Busy,
Skip, ## (45)
Help, ## user requested help!!
Bug,
## a bug in the software certainly happened, due to a double
## check failing or unexpected behavior.
PrinterOnFire, ## the parallel port printer is engulfed in flames
WTF ## shit happens, has never been used, though

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@ -1 +0,0 @@
--path:"$projectdir/../"

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# Copyright 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotnodepaths,
internal/godotstrings
type
NodePath* = ref object
path: GodotNodePath
proc nodePathFinalizer(path: NodePath) =
path.path.deinit()
proc newNodePath*(path: GodotNodePath): NodePath =
## Moves the GodotNodePath into Nim wrapper. The ``path`` will be destroyed
## automatically when the result is no longer referenced.
new(result, nodePathFinalizer)
result.path = path
proc newNodePath*(s: string): NodePath =
new(result, nodePathFinalizer)
var str = s.toGodotString()
initGodotNodePath(result.path, str)
str.deinit()
proc godotNodePath*(path: NodePath): ptr GodotNodePath {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``path``
result = addr path.path
proc `$`*(self: NodePath): string {.inline.} =
var s = self.path.toGodotString()
result = $s
s.deinit()
proc hash*(self: NodePath): Hash {.inline.} =
($self).hash()
proc isAbsolute*(self: NodePath): bool {.inline.} =
self.path.isAbsolute()
proc nameCount*(self: NodePath): int {.inline.} =
int(self.path.nameCount())
proc getName*(self: NodePath; idx: int): string {.inline.} =
var s = self.path.getName(idx.cint)
result = $s
s.deinit()
proc subnameCount*(self: NodePath): int {.inline.} =
int(self.path.subnameCount())
proc getSubname*(self: NodePath; idx: int): string {.inline.} =
var s = self.path.getSubname(idx.cint)
result = $s
s.deinit()
proc getConcatenatedSubnames*(self: NodePath): string {.inline.} =
var s = self.path.getConcatenatedSubnames()
result = $s
s.deinit()
proc isEmpty*(self: NodePath): bool {.inline.} =
self.path.isEmpty()
proc `==`*(a, b: NodePath): bool =
if a.isNil and b.isNil: return true
if a.isNil != b.isNil: return false
result = a.path == b.path
converter fromString*(s: string): NodePath =
newNodePath(s)

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initPlane*(a, b, c, d: float32): Plane {.inline.} =
getGDNativeAPI().planeNewWithReals(result, a, b, c, d)
proc initPlane*(v1, v2, v3: Vector3): Plane {.inline.} =
getGDNativeAPI().planeNewWithVectors(result, v1, v2, v3)
proc initPlane*(normal: Vector3; d: float32): Plane {.inline.} =
result = Plane(
normal: normal,
d: d
)
proc `$`*(self: Plane): string {.inline.} =
$getGDNativeAPI().planeAsString(self)
proc hash*(self: Plane): Hash {.inline, noinit.} =
!$(self.normal.hash() !& self.d.hash())
proc normalized*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeNormalized(self).toPlane()
proc center*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeCenter(self).toVector3()
proc getAnyPoint*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeGetAnyPoint(self).toVector3()
proc isPointOver*(self: Plane; point: Vector3): bool {.inline.} =
getGDNativeAPI().planeIsPointOver(self, point)
proc distanceTo*(self: Plane; point: Vector3): float32 {.inline.} =
getGDNativeAPI().planeDistanceTo(self, point)
proc contains*(self: Plane; point: Vector3;
epsilon: float32): bool {.inline.} =
getGDNativeAPI().planeHasPoint(self, point, epsilon)
proc project*(self: Plane; point: Vector3): Vector3 {.inline.} =
getGDNativeAPI().planeProject(self, point).toVector3()
proc intersect3*(self: Plane; dest: var Vector3;
b, c: Plane): bool {.inline.} =
getGDNativeAPI().planeIntersect3(self, dest, b, c)
proc intersectsRay*(self: Plane; dest: var Vector3;
v, dir: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsRay(self, dest, v, dir)
proc intersectsSegment*(self: Plane; dest: var Vector3;
segmentBegin, segmentEnd: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsSegment(self, dest, segmentBegin, segmentEnd)
proc `-`*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeOperatorNeg(self).toPlane()
proc `==`*(a, b: Plane): bool {.inline.} =
getGDNativeAPI().planeOperatorEqual(a, b)

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# Copyright 2018 Xored Software, Inc.
import hashes
import godotcoretypes
import internal/godotinternaltypes, internal/godotpoolarrays,
internal/godotstrings
import vector2, vector3, colors
template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
initProcName) =
type
T* = ref object
fieldName: GodotT
proc poolArrayFinalizer(arr: T) =
arr.fieldName.deinit()
proc newProcName*(): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName)
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
proc newProcName*(arr: GodotT): T {.inline.} =
new(result, poolArrayFinalizer)
result.fieldName = arr
proc hash*(arr: T): Hash =
for item in arr.fieldName.items():
result = result !&
(when type(item) is GodotString: ($item).hash() else: item.hash())
result = !$result
definePoolArrayBase(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
definePoolArrayBase(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArrayBase(PoolRealArray, GodotPoolRealArray, float32,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArrayBase(PoolVector2Array, GodotPoolVector2Array, Vector2,
godotPoolVector2Array, newPoolVector2Array,
initGodotPoolVector2Array)
definePoolArrayBase(PoolVector3Array, GodotPoolVector3Array, Vector3,
godotPoolVector3Array, newPoolVector3Array,
initGodotPoolVector3Array)
definePoolArrayBase(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArrayBase(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray)
import arrays
template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
noData = false) =
proc newProcName*(arr: Array): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName, arr.godotArray[])
proc add*(self: T; arr: T) {.inline.} =
self.fieldName.add(arr.fieldName)
proc delete*(self: T; idx: int) {.inline.} =
self.fieldName.delete(idx.cint)
proc reverse*(self: T) {.inline.} =
self.fieldName.reverse()
proc setLen*(self: T; size: int) {.inline.} =
self.fieldName.setLen(size.cint)
proc len*(self: T): int {.inline.} =
self.fieldName.len.int
proc subarray*(self: T, idxFrom, idxTo: int): T {.inline.} =
## Indexes are inclusive, negative values count from the end of the array.
assert(idxFrom >= low(cint) and idxFrom <= high(cint) and
idxTo >= low(cint) and idxTo <= high(cint))
newProcName(self.fieldName.subarray(idxFrom.cint, idxTo.cint))
when not noData:
proc add*(self: T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc insert*(self: T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
proc `[]=`*(self: T; idx: int; data: DataT) {.inline.} =
self.fieldName[idx.cint] = data
proc `[]`*(self: T; idx: int): DataT {.inline.} =
self.fieldName[idx.cint]
iterator items*(arr: T): DataT =
for item in arr.fieldName.items:
yield item
iterator pairs*(arr: T): tuple[key: int, val: DataT] =
for pair in arr.fieldName.pairs:
yield (pair[0].int, pair[1])
iterator mitems*(arr: T): var DataT =
for item in arr.fieldName.mitems:
yield item
iterator mpairs*(arr: T): tuple[key: int, val: var DataT] =
for pair in arr.fieldName.mpairs:
yield (pair[0].int, pair[1])
definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
definePoolArray(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArray(PoolRealArray, GodotPoolRealArray, float32,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArray(PoolVector2Array, GodotPoolVector2Array, Vector2,
godotPoolVector2Array, newPoolVector2Array,
initGodotPoolVector2Array)
definePoolArray(PoolVector3Array, GodotPoolVector3Array, Vector3,
godotPoolVector3Array, newPoolVector3Array,
initGodotPoolVector3Array)
definePoolArray(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArray(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray, true)
proc add*(self: PoolStringArray; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.add(s)
s.deinit()
proc insert*(self: PoolStringArray; idx: int; data: string): Error =
var s = data.toGodotString()
result = self.godotPoolStringArray.insert(idx.cint, s)
s.deinit()
proc `[]=`*(self: PoolStringArray; idx: int; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray[idx.cint] = s
s.deinit()
proc `[]`*(self: PoolStringArray; idx: int): string =
var s = self.godotPoolStringArray[idx.cint]
result = $s
s.deinit()
iterator items*(arr: PoolStringArray): string =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolStringArray): tuple[key: int, val: string] =
for i in 0..<arr.len:
yield (i, arr[i])

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initQuat*(x, y, z, w: float32): Quat {.inline.} =
result = Quat(
x: x,
y: y,
z: z,
w: w
)
proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
getGDNativeAPI().quatNewWithAxisAngle(result, axis, angle)
proc `$`*(self: Quat): string {.inline.} =
$getGDNativeAPI().quatAsString(self)
proc hash*(self: Quat): Hash {.inline.} =
!$(self.x.hash() !& self.y.hash() !& self.z.hash() !& self.w.hash())
proc length*(self: Quat): float32 {.inline.} =
getGDNativeAPI().quatLength(self)
proc lengthSquared*(self: Quat): float32 {.inline.} =
getGDNativeAPI().quatLengthSquared(self)
proc normalized*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatNormalized(self).toQuat()
proc isNormalized*(self: Quat): bool {.inline.} =
getGDNativeAPI().quatIsNormalized(self)
proc inverse*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatInverse(self).toQuat()
proc dot*(a, b: Quat): float32 {.inline.} =
getGDNativeAPI().quatDot(a, b)
proc xform*(self: Quat; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().quatXform(self, v).toVector3()
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerp(self, b, t).toQuat()
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerpni(self, b, t).toQuat()
proc cubicSlerp*(self, b, preA, postB: Quat;
t: float32): Quat {.inline.} =
getGDNativeAPI().quatCubicSlerp(self, b, preA, postB, t).toQuat()
proc `*`*(a: Quat, b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorMultiply(a, b).toQuat()
proc `*=`*(a: var Quat, b: float32) {.inline.} =
a = a * b
proc `+`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorAdd(a, b).toQuat()
proc `+=`*(a: var Quat, b: Quat) {.inline.} =
a = a + b
proc `-`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorSubtract(a, b).toQuat()
proc `-=`* (a: var Quat, b: Quat) {.inline.} =
a = a - b
proc `/`*(self: Quat; b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorDivide(self, b).toQuat()
proc `/=`*(self: var Quat, b: float32) {.inline.} =
self = self / b
proc `==`*(a, b: Quat): bool {.inline.} =
getGDNativeAPI().quatOperatorEqual(a, b)
proc `-`*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorNeg(self).toQuat()

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector2
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
{.push stackTrace: off.}
proc initRect2*(): Rect2 {.inline, noinit.} =
Rect2()
proc initRect2*(pos, size: Vector2): Rect2 {.inline, noinit.} =
Rect2(position: pos, size: size)
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline, noinit.} =
Rect2(position: vec2(x, y), size: vec2(sizeX, sizeY))
proc `$`*(self: Rect2): string {.inline, noinit.} =
$getGDNativeAPI().rect2AsString(self)
proc hash*(self: Rect2): Hash {.inline, noinit.} =
!$(self.position.hash() !& self.size.hash())
proc area*(self: Rect2): float32 {.inline, noinit.} =
self.size.x * self.size.y
proc intersects*(a, b: Rect2): bool {.inline, noinit.} =
if a.position.x >= (b.position.x + b.size.x):
return false
if a.position.x + a.size.x <= b.position.x:
return false
if a.position.y >= (b.position.y + b.size.y):
return false
if a.position.y + a.size.y <= b.position.y:
return false
result = true
proc distanceTo*(self: Rect2, p: Vector2): float32 {.noinit.} =
var inside = true
if p.x < self.position.x:
let d = self.position.x - p.x
result = d
inside = false
if p.y < self.position.y:
let d = self.position.y - p.y
result = if inside: d else: min(result, d)
inside = false
if p.x >= (self.position.x + self.size.x):
let d = p.x - (self.position.x + self.size.x)
result = if inside: d else: min(result, d)
inside = false
if p.y >= (self.position.y + self.size.y):
let d = p.y - (self.position.y + self.size.y)
result = if inside: d else: min(result, d)
inside = false
if inside:
result = 0'f32
proc encloses*(a, b: Rect2): bool {.inline, noinit.} =
b.position.x >= a.position.x and b.position.y >= a.position.y and
(b.position.x + b.size.x) < (a.position.x + a.size.x) and
(b.position.y + b.size.y) < (a.position.y + a.size.y)
proc hasNoArea*(self: Rect2): bool {.inline, noinit.} =
self.size.x <= 0 or self.size.y <= 0
proc clip*(self, b: Rect2): Rect2 {.inline, noinit.} =
if not self.intersects(b):
return initRect2()
result = self
result.position.x = max(b.position.x, self.position.x)
result.position.y = max(b.position.y, self.position.y)
let bEnd = b.position + b.size
let selfEnd = self.position + self.size
result.size.x = min(bEnd.x, selfEnd.x) - result.position.x
result.size.y = min(bEnd.y, selfEnd.y) - result.position.y
proc merge*(self, b: Rect2): Rect2 {.inline, noinit.} =
result.position.x = min(b.position.x, self.position.x)
result.position.y = min(b.position.y, self.position.y)
result.size.x = max(b.position.x + b.size.x, self.position.x + self.size.x)
result.size.y = max(b.position.y + b.size.y, self.position.y + self.size.y)
result.size -= result.position
proc contains*(self: Rect2; point: Vector2): bool {.inline, noinit.} =
if point.x < self.position.x:
return false
if point.y < self.position.y:
return false
if point.x >= self.position.x + self.size.x:
return false
if point.y >= self.position.y + self.size.y:
return false
result = true
proc grow*(self: Rect2; by: float32): Rect2 {.inline, noinit.} =
## Returns Rect2 enlarged by the specified size in every direction.
result = self
result.position.x -= by
result.position.y -= by
result.size.x += by * 2
result.size.y += by * 2
proc growIndividual*(self: Rect2, left, top: float32,
right, bottom: float32): Rect2 {.inline, noinit.} =
result = self
result.position.x -= left
result.position.y -= top
result.size.x += left + right
result.size.y += top + bottom
proc expandTo*(self: var Rect2, to: Vector2) {.inline.} =
var startPoint = self.position
var endPoint = self.position + self.size
if to.x < startPoint.x:
startPoint.x = to.x
if to.y < startPoint.y:
startPoint.y = to.y
if to.x > endPoint.x:
endPoint.x = to.x
if to.y > endPoint.y:
endPoint.y = to.y
self.position = startPoint
self.size = endPoint - startPoint
proc expand*(self: Rect2; to: Vector2): Rect2 {.inline, noinit.} =
result = self
result.expandTo(to)
proc abs*(self: Rect2): Rect2 {.inline, noinit.} =
Rect2(position: vec2(self.position.x + min(self.size.x, 0'f32),
self.position.y + min(self.size.y, 0'f32)),
size: abs(self.size))
proc `==`*(a, b: Rect2): bool {.inline, noinit.} =
a.position == b.position and a.size == b.size
{.pop.} # stackTrace: off

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, internal/godotinternaltypes, gdnativeapi
proc initRID*(): RID {.inline.} =
getGDNativeAPI().ridNew(result)
proc initRID*(obj: ptr GodotObject): RID {.inline.} =
getGDNativeAPI().ridNewWithResource(result, obj)
proc id*(self: RID): uint32 {.inline.} =
cast[uint32](getGDNativeAPI().ridGetId(self))
proc `$`*(self: RID): string {.inline.} =
$self.id
proc hash*(self: RID): Hash {.inline.} =
self.id.hash()
proc `==`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorEqual(a, b)
proc `<`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorLess(a, b)

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# Copyright (c) 2018 Xored Software, Inc.
import hashes, vector2
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initTransform2D*(): Transform2D {.inline.} =
getGDNativeAPI().transform2DNewIdentity(result)
proc initTransform2D*(rot: float32; pos: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DNew(result, rot, pos)
proc initTransform2D*(xAxis, yAxis, origin: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DNewAxisOrigin(result, xAxis, yAxis, origin)
proc `$`*(self: Transform2D): string {.inline.} =
$getGDNativeAPI().transform2DAsString(self)
proc hash*(self: Transform2D): Hash {.inline, noinit.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
proc inverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DInverse(self).toTransform2D()
proc affineInverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DAffineInverse(self).toTransform2D()
proc rotation*(self: Transform2D): float32 {.inline.} =
getGDNativeAPI().transform2DGetRotation(self)
proc origin*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetOrigin(self).toVector2()
proc scale*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetScale(self).toVector2()
proc orthonormalized*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOrthonormalized(self).toTransform2D()
proc rotated*(self: Transform2D; phi: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DRotated(self, phi).toTransform2D()
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DScaled(self, scale).toTransform2D()
proc translated*(self: Transform2D; offset: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DTranslated(self, offset).toTransform2D()
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformVector2(self, v).toVector2()
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformInvVector2(self, v).toVector2()
proc basisXformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformVector2(self, v).toVector2()
proc basisXformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformInvVector2(self, v).toVector2()
proc xformRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformRect2(self, rect).toRect2()
proc xformInvRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformInvRect2(self, rect).toRect2()
proc interpolateWith*(self, m: Transform2D;
c: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DInterpolateWith(self, m, c).toTransform2D()
proc `==`*(a, b: Transform2D): bool {.inline.} =
getGDNativeAPI().transform2DOperatorEqual(a, b)
proc `*`*(a, b: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOperatorMultiply(a, b).toTransform2D()
proc `*=`*(a: var Transform2D, b: Transform2D) {.inline.} =
a = a * b

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# Copyright (c) 2018 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import basis, vector3
proc initTransform*(): Transform {.inline.} =
result.basis = initBasis()
proc initTransform*(xAxis, yAxis, zAxis,
origin: Vector3): Transform {.inline.} =
var basis: Basis
basis.setAxis(0, xAxis)
basis.setAxis(1, yAxis)
basis.setAxis(2, zAxis)
Transform(basis: basis, origin: origin)
proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
Transform(basis: basis, origin: origin)
proc `$`*(self: Transform): string {.inline.} =
$getGDNativeAPI().transformAsString(self)
proc hash*(self: Transform): Hash {.inline.} =
!$(self.basis.hash() !& self.origin.hash())
proc inverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformInverse(self).toTransform()
proc affineInverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformAffineInverse(self).toTransform()
proc orthonormalized*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformOrthonormalized(self).toTransform()
proc rotated*(self: Transform; axis: Vector3;
phi: float32): Transform {.inline.} =
getGDNativeAPI().transformRotated(self, axis, phi).toTransform()
proc scaled*(self: Transform; scale: Vector3): Transform {.inline.} =
getGDNativeAPI().transformScaled(self, scale).toTransform()
proc translated*(self: Transform; offset: Vector3): Transform {.inline.} =
getGDNativeAPI().transformTranslated(self, offset).toTransform()
proc lookingAt*(self: Transform; target, up: Vector3): Transform {.inline.} =
getGDNativeAPI().transformLookingAt(self, target, up).toTransform()
proc xformPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformPlane(self, plane).toPlane()
proc xformInvPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformInvPlane(self, plane).toPlane()
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformVector3(self, v).toVector3()
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformInvVector3(self, v).toVector3()
proc xformAABB*(self: Transform; rect: AABB): AABB {.inline.} =
getGDNativeAPI().transformXformAABB(self, rect).toAABB()
proc xformInvAABB*(self: Transform; rect: AABB): AABB {.inline.} =
getGDNativeAPI().transformXformInvAABB(self, rect).toAABB()
proc `==`*(self: Transform; b: Transform): bool {.inline.} =
getGDNativeAPI().transformOperatorEqual(self, b)
proc `*`*(self, other: Transform): Transform {.inline.} =
getGDNativeAPI().transformOperatorMultiply(self, other).toTransform()
proc `*=`*(self: var Transform, other: Transform) {.inline.} =
self = self * other

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import tables, hashes
import godotcoretypes
import internal/godotinternaltypes, internal/godotvariants,
internal/godotstrings, internal/godotdictionaries,
internal/godotarrays
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()
proc variantFinalizer*(v: Variant) =
if not v.noDeinit:
v.godotVariant.deinit()
proc `$`*(self: Variant): string {.inline.} =
$self.godotVariant
proc newVariant*(): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant)
proc newVariant*(v: Variant): Variant {.inline.} =
## Makes a copy
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v.godotVariant)
proc newVariant*(v: GodotVariant): Variant {.inline.} =
new(result, variantFinalizer)
result.godotVariant = v
proc newVariant*(b: bool): Variant {.inline.} =
new(result, variantFinalizer)
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))
numConstructor(uint8, uint64)
numConstructor(uint16, uint64)
numConstructor(uint32, uint64)
numConstructor(uint64, uint64)
numConstructor(uint, uint64)
numConstructor(int8, int64)
numConstructor(int16, int64)
numConstructor(int32, int64)
numConstructor(int64, int64)
numConstructor(int, int64)
proc newVariant*(r: cdouble): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, r)
proc newVariant*(s: string): Variant {.inline.} =
new(result, variantFinalizer)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
if s.isNil:
initGodotVariant(result.godotVariant)
return
var godotStr = s.toGodotString()
initGodotVariant(result.godotVariant, godotStr)
godotStr.deinit()
import basis, nodepaths
import planes, quats, rect2, aabb, rids
import transforms, transform2d, vector2
import vector3, colors
proc newVariant*(v2: Vector2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v2)
proc newVariant*(rect2: Rect2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rect2)
proc newVariant*(v3: Vector3): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v3)
proc newVariant*(t2d: Transform2D): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, t2d)
proc newVariant*(plane: Plane): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, plane)
proc newVariant*(quat: Quat): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, quat)
proc newVariant*(aabb: AABB): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, aabb)
proc newVariant*(basis: Basis): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, basis)
proc newVariant*(trans: Transform): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, trans)
proc newVariant*(color: Color): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, color)
proc newVariant*(nodePath: NodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, nodePath.godotNodePath[])
proc newVariant*(godotNodePath: GodotNodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, godotNodePath)
proc newVariant*(rid: RID): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rid)
proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, obj)
import poolarrays
proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pba.godotPoolByteArray[])
proc newVariant*(pia: PoolIntArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pia.godotPoolIntArray[])
proc newVariant*(pra: PoolRealArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pra.godotPoolRealArray[])
proc newVariant*(psa: PoolStringArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, psa.godotPoolStringArray[])
proc newVariant*(pv2a: PoolVector2Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pv2a.godotPoolVector2Array[])
proc newVariant*(pv3a: PoolVector3Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pv3a.godotPoolVector3Array[])
proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, pca.godotPoolColorArray[])
proc asBool*(self: Variant): bool {.inline.} =
self.godotVariant.asBool()
proc asUInt*(self: Variant): uint64 {.inline.} =
self.godotVariant.asUInt()
proc asInt*(self: Variant): int64 {.inline.} =
self.godotVariant.asInt()
proc asReal*(self: Variant): cdouble {.inline.} =
self.godotVariant.asReal()
proc asString*(self: Variant): string {.inline.} =
$self
proc asVector2*(self: Variant): Vector2 {.inline.} =
self.godotVariant.asVector2()
proc asRect2*(self: Variant): Rect2 {.inline.} =
self.godotVariant.asRect2()
proc asVector3*(self: Variant): Vector3 {.inline.} =
self.godotVariant.asVector3()
proc asTransform2D*(self: Variant): Transform2D {.inline.} =
self.godotVariant.asTransform2D()
proc asPlane*(self: Variant): Plane {.inline.} =
self.godotVariant.asPlane()
proc asQuat*(self: Variant): Quat {.inline.} =
self.godotVariant.asQuat()
proc asAABB*(self: Variant): AABB {.inline.} =
self.godotVariant.asAABB()
proc asBasis*(self: Variant): Basis {.inline.} =
self.godotVariant.asBasis()
proc asTransform*(self: Variant): Transform {.inline.} =
self.godotVariant.asTransform()
proc asColor*(self: Variant): Color {.inline.} =
self.godotVariant.asColor()
proc asNodePath*(self: Variant): NodePath {.inline.} =
result = newNodePath(self.godotVariant.asNodePath())
proc asRID*(self: Variant): RID {.inline.} =
self.godotVariant.asRID()
proc asGodotObject*(self: Variant): ptr GodotObject {.inline.} =
self.godotVariant.asGodotObject()
proc asPoolByteArray*(self: Variant): PoolByteArray {.inline.} =
newPoolByteArray(self.godotVariant.asGodotPoolByteArray())
proc asPoolIntArray*(self: Variant): PoolIntArray {.inline.} =
newPoolIntArray(self.godotVariant.asGodotPoolIntArray())
proc asPoolRealArray*(self: Variant): PoolRealArray {.inline.} =
newPoolRealArray(self.godotVariant.asGodotPoolRealArray())
proc asPoolStringArray*(self: Variant): PoolStringArray {.inline.} =
newPoolStringArray(self.godotVariant.asGodotPoolStringArray())
proc asPoolVector2Array*(self: Variant): PoolVector2Array {.inline.} =
newPoolVector2Array(self.godotVariant.asGodotPoolVector2Array())
proc asPoolVector3Array*(self: Variant): PoolVector3Array {.inline.} =
newPoolVector3Array(self.godotVariant.asGodotPoolVector3Array())
proc asPoolColorArray*(self: Variant): PoolColorArray {.inline.} =
newPoolColorArray(self.godotVariant.asGodotPoolColorArray())
proc hash*(self: Variant): Hash =
proc objectHash(obj: ptr GodotObject): Hash =
if not obj.isNil: cast[int](obj).hash() else: 0.hash()
result = case self.getType():
of VariantType.Nil: Hash(0)
of VariantType.Bool: self.asBool().hash()
of VariantType.Int: self.asInt().hash()
of VariantType.Real: self.asReal().hash()
of VariantType.String: self.asString().hash()
of VariantType.Vector2: self.asVector2().hash()
of VariantType.Rect2: self.asRect2().hash()
of VariantType.Vector3: self.asVector3().hash()
of VariantType.Transform2D: self.asTransform2D().hash()
of VariantType.Plane: self.asPlane().hash()
of VariantType.Quat: self.asQuat().hash()
of VariantType.AABB: self.asAABB().hash()
of VariantType.Basis: self.asBasis().hash()
of VariantType.Transform: self.asTransform().hash()
of VariantType.Color: self.asColor().hash()
of VariantType.NodePath: self.asNodePath().hash()
of VariantType.RID: self.asRID().hash()
of VariantType.Object: self.asGodotObject().objectHash()
of VariantType.Dictionary: hash(self.godotVariant.asGodotDictionary().godotHash())
of VariantType.Array: hash(self.godotVariant.asGodotArray().godotHash())
of VariantType.PoolByteArray: self.asPoolByteArray().hash()
of VariantType.PoolIntArray: self.asPoolIntArray().hash()
of VariantType.PoolRealArray: self.asPoolRealArray().hash()
of VariantType.PoolStringArray: self.asPoolStringArray().hash()
of VariantType.PoolVector2Array: self.asPoolVector2Array().hash()
of VariantType.PoolVector3Array: self.asPoolVector3Array().hash()
of VariantType.PoolColorArray: self.asPoolColorArray().hash()
import arrays
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, arr.godotArray[])
proc asArray*(self: Variant): Array {.inline.} =
newArray(self.godotVariant.asGodotArray())
proc hasMethod*(self: Variant; meth: string): bool =
var s = meth.toGodotString()
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
proc `<`*(self, other: Variant): bool =
result = self.godotVariant < other.godotVariant
proc hashCompare*(self, other: Variant): bool =
self.godotVariant.hashCompare(other.godotVariant)
proc booleanize*(self: Variant): bool =
self.godotVariant.booleanize()

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@ -1,214 +0,0 @@
# Copyright (c) 2018 Xored Software, Inc.
import math, godotbase, hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
const EPSILON = 0.00001'f32
{.push stackTrace: off.}
proc vec2*(): Vector2 {.inline, noinit.} =
Vector2()
proc vec2*(x, y: float32): Vector2 {.inline, noinit.} =
Vector2(x: x, y: y)
proc `$`*(self: Vector2): string {.inline, noinit.} =
$getGDNativeAPI().vector2AsString(self)
proc hash*(self: Vector2): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash())
proc `+`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x + other.x, y: self.y + other.y)
proc `+=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x += other.x
self.y += other.y
proc `-`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x - other.x, y: self.y - other.y)
proc `-=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x -= other.x
self.y -= other.y
proc `*`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x * other.x, y: self.y * other.y)
proc `*=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x *= other.x
self.y *= other.y
proc `*`*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x * scalar, y: self.y * scalar)
proc `*`*(scalar: float32, v: Vector2): Vector2 {.inline, noinit.} =
v * scalar
proc `*=`*(self: var Vector2, scalar: float32) {.inline, noinit.} =
self.x *= scalar
self.y *= scalar
proc `/`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x / other.x, y: self.y / other.y)
proc `/=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x /= other.x
self.y /= other.y
proc `/`*(self: Vector2; scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x / scalar, y: self.y / scalar)
proc `/=`*(self: var Vector2; scalar: float32) {.inline, noinit.} =
self = self / scalar
proc `==`*(self, other: Vector2): bool {.inline, noinit.} =
self.x == other.x and self.y == other.y
proc `<`*(self, other: Vector2): bool {.inline, noinit.} =
if self.x == other.x:
self.y < other.y
else:
self.x < other.x
proc `>`*(self, other: Vector2): bool {.inline, noinit.} =
if self.x == other.x:
self.y > other.y
else:
self.x > other.x
proc `-`*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: -self.x, y: -self.y)
proc length*(self: Vector2): float32 {.inline, noinit.} =
sqrt(self.x * self.x + self.y * self.y)
proc lengthSquared*(self: Vector2): float32 {.inline, noinit.} =
self.x * self.x + self.y * self.y
proc normalize*(self: var Vector2) {.inline.} =
var len = self.x * self.x + self.y * self.y
if len != 0:
len = sqrt(len)
self.x /= len
self.y /= len
proc normalized*(self: Vector2): Vector2 {.inline, noinit.} =
result = self
result.normalize()
proc angle*(self: Vector2): float32 {.inline, noinit.} =
arctan2(self.y, self.x)
proc isNormalized*(self: Vector2): bool {.inline, noinit.} =
isEqualApprox(self.lengthSquared(), 1.0)
proc distanceTo*(self, to: Vector2): float32 {.inline, noinit.} =
sqrt((self.x - to.x) * (self.x - to.x) + (self.y - to.y) * (self.y - to.y))
proc distanceSquaredTo*(self, to: Vector2): float32 {.inline, noinit.} =
(self.x - to.x) * (self.x - to.x) + (self.y - to.y) * (self.y - to.y)
proc dot*(a, b: Vector2): float32 {.inline, noinit.} =
a.x * b.x + a.y * b.y
proc cross*(a, b: Vector2): float32 {.inline, noinit.} =
a.x * b.y - a.y * b.x
proc cross*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: scalar * self.y, y: -scalar * self.x)
proc angleTo*(self, to: Vector2): float32 {.noinit.} =
arctan2(cross(self, to), dot(self, to))
proc angleToPoint*(self, to: Vector2): float32 {.inline, noinit.} =
arctan2(self.y - to.y, self.x - to.x)
proc floor*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: floor(self.x), y: floor(self.y))
proc planeProject*(self: Vector2, d: float32,
vec: Vector2): Vector2 {.noinit.} =
vec - self * (self.dot(vec) - d)
proc project*(self, other: Vector2): Vector2 {.noinit.} =
self * (other.dot(self) / self.dot(self))
proc lerp*(self, b: Vector2; t: float32): Vector2 {.inline, noinit.} =
result = self
result.x += t * (b.x - self.x)
result.y += t * (b.y - self.y)
proc cubicInterpolate*(self, b, preA, postB: Vector2;
t: float32): Vector2 {.noinit.} =
let p0 = preA
let p1 = self
let p2 = b
let p3 = postB
let t2 = t * t
let t3 = t2 * t
result = 0.5'f32 * ((p1 * 2.0'f32)) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3
proc setRotation*(self: var Vector2, radians: float32) {.inline, noinit.} =
self.x = cos(radians)
self.y = sin(radians)
proc rotated*(self: Vector2; phi: float32): Vector2 {.inline, noinit.} =
result.setRotation(phi)
result *= self.length()
proc tangent*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.y, y: -self.x)
proc snapped*(self: Vector2; by: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: stepify(self.x, by.x), y: stepify(self.y, by.y))
proc aspect*(self: Vector2): float32 {.inline, noinit.} =
self.x / self.y
proc slide*(self, n: Vector2): Vector2 {.noinit.} =
when not defined(release):
if not n.isNormalized():
printError("Normal not normalized in slide. " & getStackTrace())
return vec2()
result = self - n * self.dot(n)
proc reflect*(self, n: Vector2): Vector2 {.noinit.} =
when not defined(release):
if not n.isNormalized():
printError("Normal not normalized in bounce. " & getStackTrace())
return vec2()
result = 2.0 * n * self.dot(n) - self
proc bounce*(self, n: Vector2): Vector2 {.inline, noinit.} =
-self.reflect(n)
proc abs*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: abs(self.x), y: abs(self.y))
proc clamped*(self: Vector2; length: float32): Vector2 {.noinit.} =
let len = self.length()
result = self
if len > 0 and length < len:
result /= len
result *= length
proc moveToward*(vFrom, to: Vector2, delta: float32): Vector2 =
let
vd = to - vFrom
vLen = vd.length
if vLen <= delta or vLen < EPSILON:
result = to
else:
result = vFrom + (vd / vLen) * delta
{.pop.} # stackTrace: off

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@ -1,254 +0,0 @@
# Copyright (c) 2018 Xored Software, Inc.
import math, hashes
import godotbase, godotcoretypes
const EPSILON = 0.00001'f32
{.push stackTrace: off.}
proc vec3*(): Vector3 {.inline.} =
Vector3()
proc vec3*(x, y, z: float32): Vector3 {.inline.} =
Vector3(x: x, y: y, z: z)
proc `$`*(self: Vector3): string {.inline.} =
result = newStringOfCap(40)
result.add('(')
result.add($self.x)
result.add(", ")
result.add($self.y)
result.add(", ")
result.add($self.z)
result.add(')')
proc hash*(self: Vector3): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash() !& self.z.hash())
proc `+`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x + b.x
result.y = a.y + b.y
result.z = a.z + b.z
proc `+=`*(a: var Vector3, b: Vector3) {.inline.} =
a.x += b.x
a.y += b.y
a.z += b.z
proc `-`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x - b.x
result.y = a.y - b.y
result.z = a.z - b.z
proc `-=`*(a: var Vector3, b: Vector3) {.inline.} =
a.x -= b.x
a.y -= b.y
a.z -= b.z
proc `*`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x * b.x
result.y = a.y * b.y
result.z = a.z * b.z
proc `*=`*(a: var Vector3, b: Vector3) {.inline.}=
a.x *= b.x
a.y *= b.y
a.z *= b.z
proc `*`*(a: Vector3; b: float32): Vector3 {.inline.} =
result.x = a.x * b
result.y = a.y * b
result.z = a.z * b
proc `*`*(b: float32; a: Vector3): Vector3 {.inline.} =
a * b
proc `*=`*(a: var Vector3; b: float32) {.inline.} =
a.x *= b
a.y *= b
a.z *= b
proc `/`*(a, b: Vector3): Vector3 =
result.x = a.x / b.x
result.y = a.y / b.y
result.z = a.z / b.z
proc `/=`*(a: var Vector3; b: Vector3) {.inline.} =
a.x /= b.x
a.y /= b.y
a.z /= b.z
proc `/`*(a: Vector3; b: float32): Vector3 =
result.x = a.x / b
result.y = a.y / b
result.z = a.z / b
proc `/=`*(a: var Vector3; b: float32) {.inline.} =
a.x /= b
a.y /= b
a.z /= b
proc `==`*(a, b: Vector3): bool {.inline.} =
a.x == b.x and a.y == b.y and a.z == b.z
proc `<`*(a, b: Vector3): bool =
if a.x == b.x:
if a.y == b.y:
return a.z < b.z
return a.y < b.y
return a.x < b.x
proc `-`*(self: Vector3): Vector3 =
result.x = -self.x
result.y = -self.y
result.z = -self.z
proc `[]`*(self: Vector3, idx: range[0..2]): float32 {.inline.} =
cast[array[3, float32]](self)[idx]
proc `[]`*(self: var Vector3, idx: range[0..2]): var float32 {.inline.} =
cast[ptr array[3, float32]](addr self)[][idx]
proc `[]=`*(self: var Vector3, idx: range[0..2],
val: float32) {.inline.} =
case idx:
of 0: self.x = val
of 1: self.y = val
of 2: self.z = val
proc minAxis*(self: Vector3): int {.inline.} =
if self.x < self.y:
if self.x < self.z: 0 else: 2
else:
if self.y < self.z: 1 else: 2
proc maxAxis*(self: Vector3): int {.inline.} =
if self.x < self.y:
if self.y < self.z: 2 else: 1
else:
if self.x < self.z: 2 else: 0
proc length*(self: Vector3): float32 {.inline.} =
let x2 = self.x * self.x
let y2 = self.y * self.y
let z2 = self.z * self.z
result = sqrt(x2 + y2 + z2)
proc lengthSquared*(self: Vector3): float32 {.inline.} =
let x2 = self.x * self.x
let y2 = self.y * self.y
let z2 = self.z * self.z
result = x2 + y2 + z2
proc normalize*(self: var Vector3) {.inline.} =
let len = self.length()
if len == 0:
self.x = 0
self.y = 0
self.z = 0
else:
self.x /= len
self.y /= len
self.z /= len
proc normalized*(self: Vector3): Vector3 {.inline.} =
result = self
result.normalize()
proc isNormalized*(self: Vector3): bool {.inline.} =
self.lengthSquared().isEqualApprox(1.0'f32)
proc zero*(self: var Vector3) {.inline.} =
self.x = 0
self.y = 0
self.z = 0
proc inverse*(self: Vector3): Vector3 {.inline.} =
vec3(1.0'f32 / self.x, 1.0'f32 / self.y, 1.0'f32 / self.z)
proc cross*(self, other: Vector3): Vector3 {.inline.} =
vec3(
self.y * other.z - self.z * other.y,
self.z * other.x - self.x * other.z,
self.x * other.y - self.y * other.x)
proc dot*(self, other: Vector3): float32 {.inline.} =
self.x * other.x + self.y * other.y + self.z * other.z
proc abs*(self: Vector3): Vector3 {.inline.} =
vec3(abs(self.x), abs(self.y), abs(self.z))
proc sign*(self: Vector3): Vector3 {.inline.} =
vec3(sign(self.x), sign(self.y), sign(self.z))
proc floor*(self: Vector3): Vector3 {.inline.} =
vec3(floor(self.x), floor(self.y), floor(self.z))
proc ceil*(self: Vector3): Vector3 {.inline.} =
vec3(ceil(self.x), ceil(self.y), ceil(self.z))
proc lerp*(self: Vector3, other: Vector3, t: float32): Vector3 {.inline.} =
vec3(
self.x + t * (other.x - self.x),
self.y + t * (other.y - self.y),
self.z + t * (other.z - self.z)
)
proc distanceTo*(self, other: Vector3): float32 {.inline.} =
(other - self).length()
proc distanceSquaredTo*(self, other: Vector3): float32 {.inline.} =
(other - self).lengthSquared()
proc angleTo*(self, other: Vector3): float32 {.inline.} =
arctan2(self.cross(other).length(), self.dot(other))
proc slide*(self, n: Vector3): Vector3 {.inline.} =
assert(n.isNormalized())
result = self - n * self.dot(n)
proc reflect*(self, n: Vector3): Vector3 {.inline.} =
assert(n.isNormalized())
result = 2.0'f32 * n * self.dot(n) - self
proc bounce*(self, n: Vector3): Vector3 {.inline.} =
-self.reflect(n)
proc snap*(self: var Vector3, other: Vector3) =
self.x = stepify(self.x, other.x)
self.y = stepify(self.y, other.y)
self.z = stepify(self.z, other.z)
proc snapped*(self: Vector3, other: Vector3): Vector3 =
result = self
result.snap(other)
proc cubicInterpolate*(self, b, preA, postB: Vector3;
t: float32): Vector3 =
let p0 = preA
let p1 = self
let p2 = b
let p3 = postB
let t2 = t * t
let t3 = t2 * t
result = 0.5 * ((p1 * 2.0) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3)
proc moveToward*(vFrom, to: Vector3, delta: float32): Vector3 =
let
vd = to - vFrom
vLen = vd.length
if vLen <= delta or vLen < EPSILON:
result = to
else:
result = vFrom + (vd / vLen) * delta
{.pop.} # stackTrace: off

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@ -1,18 +0,0 @@
# Copyright 2018 Xored Software, Inc.
import core/godotbase, godotinternal
import core/godotcoretypes
import core/vector2, core/rect2, core/vector3, core/transform2d, core/planes,
core/quats
import core/aabb, core/basis, core/transforms, core/colors, core/nodepaths,
core/rids
import core/dictionaries, core/arrays, core/poolarrays, core/variants
import nim/godotmacros, nim/godotnim
export godotbase, godotcoretypes, vector2, rect2, vector3, transform2d, planes,
quats, aabb, basis, transforms, colors, nodepaths, rids, dictionaries,
arrays, poolarrays, variants
export godotmacros, godotnim
export GodotPropertyHint, GodotPropertyUsage

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--path:"$projectdir"
-d:useRealtimeGc

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# Copyright 2018 Xored Software, Inc.
import internal/godotinternaltypes, internal/godotarrays,
internal/godotnodepaths, internal/godotpoolarrays, internal/godotstrings,
internal/godotvariants, internal/godotdictionaries
import gdnativeapi
export godotinternaltypes, godotarrays, godotnodepaths, godotpoolarrays,
godotstrings, godotvariants, godotdictionaries
proc getMethod*(className: cstring;
methodName: cstring): ptr GodotMethodBind {.inline.} =
getGDNativeAPI().methodBindGetMethod(className, methodName)
proc ptrCall*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, pointer];
ret: pointer) {.inline.} =
getGDNativeAPI().methodBindPtrCall(methodBind, instance, args, ret)
proc call*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, ptr GodotVariant]; argCount: cint;
callError: var VariantCallError): GodotVariant {.inline.} =
getGDNativeAPI().methodBindCall(
methodBind, instance, args, argCount, callError)
proc nativeScriptRegisterClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
getGDNativeAPI().nativeScriptRegisterClass(
libHandle, name, base, createFunc, destroyFunc)
proc nativeScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
getGDNativeAPI().nativeScriptRegisterToolClass(
libHandle, name, base, createFunc, destroyFunc)
proc nativeScriptRegisterMethod*(libHandle: pointer;
name: cstring; function_name: cstring;
attr: GodotMethodAttributes;
meth: GodotInstanceMethod) {.inline.} =
getGDNativeAPI().nativeScriptRegisterMethod(
libHandle, name, functionName, attr, meth)
proc nativeScriptRegisterProperty*(libHandle: pointer;
name, path: cstring;
attr: ptr GodotPropertyAttributes;
setFunc: GodotPropertySetFunc;
getFunc: GodotPropertyGetFunc) {.inline.} =
getGDNativeAPI().nativeScriptRegisterProperty(
libHandle, name, path, attr, setFunc, getFunc)
proc nativeScriptRegisterSignal*(libHandle: pointer; name: cstring;
signal: GodotSignal) {.inline.} =
getGDNativeAPI().nativeScriptRegisterSignal(libHandle, name, signal)
proc getUserdata*(instance: ptr GodotObject): pointer {.inline.} =
getGDNativeAPI().nativeScriptGetUserdata(instance)
proc getClassConstructor*(className: cstring): GodotClassConstructor
{.inline.} =
getGDNativeAPI().getClassConstructor(className)
proc deinit*(o: ptr GodotObject) {.inline.} =
getGDNativeAPI().objectDestroy(o)
# print using Godot's error handler list
proc godotPrintError*(description, function, file: cstring;
line: cint) {.inline.} =
getGDNativeAPI().printError(description, function, file, line)
proc godotPrintWarning*(description, function, file: cstring;
line: cint) {.inline.} =
getGDNativeAPI().printWarning(description, function, file, line)
proc godotPrint*(message: GodotString) {.inline.} =
getGDNativeAPI().print(message)
var getClassMethodBind: ptr GodotMethodBind
proc getClassName*(o: ptr GodotObject): string =
if getClassMethodBind.isNil:
getClassMethodBind = getMethod(cstring"Object", cstring"get_class")
var ret: GodotString
getClassMethodBind.ptrCall(o, nil, addr ret)
result = $ret
deinit(ret)
if result.len > 2 and result[^2] == 'S' and result[^1] == 'W':
# There are physics type not known by ClassDB
result = result[0..result.len-3]
proc getClassNameRaw*(o: ptr GodotObject): GodotString =
if getClassMethodBind.isNil:
getClassMethodBind = getMethod(cstring"Object", cstring"get_class")
getClassMethodBind.ptrCall(o, nil, addr result)
proc getGodotSingleton*(name: cstring): ptr GodotObject {.inline.} =
getGDNativeAPI().globalGetSingleton(name)
# System Functions
proc godotAlloc*(bytes: cint): pointer {.inline.} =
## Allocates the specified number of bytes.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
getGDNativeAPI().alloc(bytes)
proc godotRealloc*(p: pointer; bytes: cint): pointer {.inline.} =
## Reallocates the pointer for the specified number of bytes.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
getGDNativeAPI().realloc(p, bytes)
proc godotFree*(p: pointer) {.inline.} =
## Frees the memory pointed to by the pointer.
## Using this instead of stdlib proc will help Godot track how much memory
## is in use in debug mode.
getGDNativeAPI().free(p)

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# Copyright 2019 Xored Software, Inc.
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
import macros, sets
proc strVal(n: NimNode): string {.used.} =
case n.kind
of nnkIdent:
$n.ident
of nnkSym:
$n.symbol
else:
macros.strVal(n)
proc toHashSet[A](keys: openArray[A]): HashSet[A] {.inline, used.} =
toSet(keys)
proc initHashSet[A](): HashSet[A] {.inline, used.} =
initSet[A]()

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi, core/godotcoretypes
proc len*(self: GodotArray): cint {.inline.} =
getGDNativeAPI().arraySize(self)
import hashes
proc initGodotArray*(dest: var GodotArray) {.inline.} =
getGDNativeAPI().arrayNew(dest)
proc initGodotArray*(dest: var GodotArray;
pca: GodotPoolColorArray) {.inline.} =
getGDNativeAPI().arrayNewPoolColorArray(dest, pca)
proc initGodotArray*(dest: var GodotArray;
pv3a: GodotPoolVector3Array) {.inline.} =
getGDNativeAPI().arrayNewPoolVector3Array(dest, pv3a)
proc initGodotArray*(dest: var GodotArray;
pv2a: GodotPoolVector2Array) {.inline.} =
getGDNativeAPI().arrayNewPoolVector2Array(dest, pv2a)
proc initGodotArray*(dest: var GodotArray;
psa: GodotPoolStringArray) {.inline.} =
getGDNativeAPI().arrayNewPoolStringArray(dest, psa)
proc initGodotArray*(dest: var GodotArray;
pra: GodotPoolRealArray) {.inline.} =
getGDNativeAPI().arrayNewPoolRealArray(dest, pra)
proc initGodotArray*(dest: var GodotArray;
pia: GodotPoolIntArray) {.inline.} =
getGDNativeAPI().arrayNewPoolIntArray(dest, pia)
proc initGodotArray*(dest: var GodotArray;
pba: GodotPoolByteArray) {.inline.} =
getGDNativeAPI().arrayNewPoolByteArray(dest, pba)
proc initGodotArray*(dest: var GodotArray; src: GodotArray) {.inline.} =
getGDNativeAPI().arrayNewCopy(dest, src)
proc deinit*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arrayDestroy(self)
proc `[]=`*(self: var GodotArray; idx: cint; value: GodotVariant) {.inline.} =
getGDNativeAPI().arraySet(self, idx, value)
proc `[]`*(self: GodotArray; idx: cint): GodotVariant {.inline.} =
getGDNativeAPI().arrayGet(self, idx)
proc mget*(self: var GodotArray; idx: cint): ptr GodotVariant {.inline.} =
getGDNativeAPI().arrayOperatorIndex(self, idx)
proc add*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayPushBack(self, value)
proc clear*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arrayClear(self)
proc count*(self: GodotArray; value: GodotVariant): cint {.inline.} =
getGDNativeAPI().arrayCount(self, value)
proc isEmpty*(self: GodotArray): bool {.inline.} =
getGDNativeAPI().arrayEmpty(self)
proc erase*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayErase(self, value)
proc first*(self: GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayFront(self)
proc last*(self: GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayBack(self)
proc find*(self: GodotArray; what: GodotVariant;
fromIdx: cint): cint {.inline.} =
getGDNativeAPI().arrayFind(self, what, fromIdx)
proc findLast*(self: GodotArray; what: GodotVariant): cint {.inline.} =
getGDNativeAPI().arrayFindLast(self, what)
proc contains*(self: GodotArray; value: GodotVariant): bool {.inline.} =
getGDNativeAPI().arrayHas(self, value)
proc godotHash*(self: GodotArray): cint {.inline.} =
getGDNativeAPI().arrayHash(self)
proc hash*(self: GodotArray): Hash {.inline.} =
hash(godotHash(self))
proc insert*(self: var GodotArray; pos: cint;
value: GodotVariant): Error {.discardable, inline.} =
getGDNativeAPI().arrayInsert(self, pos, value)
proc reverse*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arrayInvert(self)
proc popLast*(self: var GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayPopBack(self)
proc popFirst*(self: var GodotArray): GodotVariant {.inline.} =
getGDNativeAPI().arrayPopFront(self)
proc addLast*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayPushBack(self, value)
proc addFirst*(self: var GodotArray; value: GodotVariant) {.inline.} =
getGDNativeAPI().arrayPushFront(self, value)
proc delete*(self: var GodotArray; idx: cint) {.inline.} =
getGDNativeAPI().arrayRemove(self, idx)
proc setLen*(self: var GodotArray; size: cint) {.inline.} =
getGDNativeAPI().arrayResize(self, size)
proc rfind*(self: GodotArray; what: GodotVariant;
fromIdx: cint): cint {.inline.} =
getGDNativeAPI().arrayRFind(self, what, fromIdx)
proc sort*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arraySort(self)
proc sortCustom*(self: var GodotArray; obj: ptr GodotObject;
funcName: GodotString) {.inline.} =
getGDNativeAPI().arraySortCustom(self, obj, funcName)
proc binarySearch*(self: var GodotArray, val: ptr GodotVariant,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearch(self, val, before)
proc binarySearchCustom*(self: var GodotArray, val: ptr GodotVariant,
obj: ptr GodotObject, funcName: GodotString,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearchCustom(self, val, obj, funcName, before)
iterator items*(self: GodotArray): GodotVariant =
for i in 0.cint..<self.len:
yield self[i]
iterator mitems*(self: var GodotArray): var GodotVariant =
for i in 0.cint..<self.len:
yield self.mget(i)[]
iterator pairs*(self: GodotArray): tuple[key: cint, val: GodotVariant] =
for i in 0.cint..<self.len:
yield (i, self[i])
iterator mpairs*(self: var GodotArray): tuple[key: cint,
val: var GodotVariant] =
for i in 0.cint..<self.len:
yield (i, self.mget(i)[])
proc `$`*(self: GodotArray): string =
result = newStringOfCap(32)
result.add('[')
for item in self:
if result.len > 1:
result.add(", ")
result.add($item)
result.add(']')

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotDictionary*(dest: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryNew(dest)
proc initGodotDictionary*(dest: var GodotDictionary;
src: GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryNewCopy(dest, src)
proc deinit*(self: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryDestroy(self)
proc len*(self: GodotDictionary): cint {.inline.} =
getGDNativeAPI().dictionarySize(self)
proc isEmpty*(self: GodotDictionary): bool {.inline.} =
getGDNativeAPI().dictionaryEmpty(self)
proc clear*(self: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryClear(self)
proc contains*(self: GodotDictionary; key: GodotVariant): bool {.inline.} =
getGDNativeAPI().dictionaryHas(self, key)
proc contains*(self: GodotDictionary; keys: GodotArray): bool {.inline.} =
getGDNativeAPI().dictionaryHasAll(self, keys)
proc del*(self: var GodotDictionary; key: GodotVariant) {.inline.} =
getGDNativeAPI().dictionaryErase(self, key)
proc godotHash*(self: GodotDictionary): cint {.inline.} =
getGDNativeAPI().dictionaryHash(self, )
proc keys*(self: GodotDictionary): GodotArray {.inline.} =
getGDNativeAPI().dictionaryKeys(self)
proc values*(self: GodotDictionary): GodotArray {.inline.} =
getGDNativeAPI().dictionaryValues(self)
proc `[]`*(self: GodotDictionary; key: GodotVariant): GodotVariant {.inline.} =
getGDNativeAPI().dictionaryGet(self, key)
proc `[]=`*(self: var GodotDictionary; key, value: GodotVariant) {.inline.} =
getGDNativeAPI().dictionarySet(self, key, value)
proc mget*(self: var GodotDictionary;
key: GodotVariant): ptr GodotVariant {.inline.} =
getGDNativeAPI().dictionaryOperatorIndex(self, key)
proc `==`*(self, other: GodotDictionary): bool {.inline.} =
getGDNativeAPI().dictionaryOperatorEqual(self, other)
proc toJson*(self: GodotDictionary): GodotString {.inline.} =
getGDNativeAPI().dictionaryToJson(self)

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# Copyright 2018 Xored Software, Inc.
const MAX_ARG_COUNT* = 256
type
GodotArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotDictionary* {.byref.} = object
data: array[sizeof(int), byte]
GodotNodePath* {.byref.} = object
data: array[sizeof(int), byte]
GodotObject* = object
GodotPoolByteArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolByteArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolByteArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolIntArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolIntArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolIntArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolRealArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolRealArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolRealArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolStringArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolStringArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolStringArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector2Array* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolVector2ArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector2ArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector3Array* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolVector3ArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolVector3ArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotPoolColorArray* {.byref.} = object
data: array[sizeof(int), byte]
GodotPoolColorArrayReadAccess* {.byref.} = object
data: array[1, byte]
GodotPoolColorArrayWriteAccess* {.byref.} = object
data: array[1, byte]
GodotString* {.byref.} = object
data: array[sizeof(int), byte]
cwchar_t* {.importc: "wchar_t", nodecl.} = object
GodotCharString* {.byref.} = object
data: array[sizeof(int), byte]
VariantType* {.size: sizeof(cint), pure.} = enum
Nil, ## atomic types
Bool,
Int,
Real,
String,
# math types
Vector2, ## 5
Rect2,
Vector3,
Transform2D,
Plane,
Quat, ## 10
AABB,
Basis,
Transform, ## misc types
Color,
NodePath, ## 15
RID,
Object,
Dictionary,
Array, ## 20
# arrays
PoolByteArray,
PoolIntArray,
PoolRealArray,
PoolStringArray,
PoolVector2Array, ## 25
PoolVector3Array,
PoolColorArray
VariantCallErrorType* {.size: sizeof(cint), pure.} = enum
OK,
InvalidMethod,
InvalidArgument,
TooManyArguments,
TooFewArguments,
InstanceIsNull
VariantCallError* = object
error*: VariantCallErrorType
argument*: cint
expected*: VariantType
GodotVariant* {.byref.} = object
data: array[2, int64]
data2: int
type GodotMethodBind* = object
type
GDNativeAPIVersion* = object
major*: cuint
minor*: cuint
GDNativeInitOptions* = object
inEditor*: bool
coreApiHash*: uint64
editorApiHash*: uint64
noApiHash*: uint64
reportVersionMismatch*: proc (library: ptr GodotObject, extension: cstring,
want: GDNativeAPIVersion, have: GDNativeAPIVersion) {.noconv.}
reportLoadingError*: proc (library: ptr GodotObject, what: cstring) {.noconv.}
gdNativeLibrary*: ptr GodotObject
gdNativeAPIStruct*: pointer
activeLibraryPath*: ptr GodotString
GDNativeTerminateOptions* = object
inEditor*: bool
GodotMethodRPCMode* {.size: sizeof(cint), pure.} = enum
Disabled,
Remote,
Sync,
Master,
Slave
GodotMethodAttributes* = object
rpcMode*: GodotMethodRPCMode
GodotPropertyHint* {.size: sizeof(cint), pure.} = enum
None, ## no hint provided.
Range, ## hint_text = "min,max,step,slider; // slider is optional"
ExpRange, ## hint_text = "min,max,step", exponential edit
Enum, ## hint_text= "val1,val2,val3,etc"
ExpEasing, ## exponential easing funciton (Math::ease)
Length, ## hint_text= "length" (as integer)
SpriteFrame,
KeyAccel, ## hint_text= "length" (as integer)
Flags, ## hint_text= "flag1,flag2,etc" (as bit flags)
Layers2DRender,
Layers2DPhysics,
Layers3DRender,
Layers3DPhysics,
File, ## a file path must be passed, hint_text (optionally)
## is a filter "*.png,*.wav,*.doc,"
Dir, ## a directort path must be passed
GlobalFile, ## a file path must be passed, hint_text (optionally) is a
## filter "*.png,*.wav,*.doc,"
GlobalDir, ## a directort path must be passed
ResourceType, ## a resource object type
MultilineText, ## used for string properties that can contain multiple lines
ColorNoAlpha, ## used for ignoring alpha component when editing a color
ImageCompressLossy,
ImageCompressLossless,
ObjectId,
TypeString, ## a type string, the hint is the base type to choose
NodePathToEditedNode, ## so something else can provide this
## (used in scripts)
MethodOfVariantType, ## a method of a type
MethodOfBaseType, ## a method of a base type
MethodOfInstance, ## a method of an instance
MethodOfScript, ## a method of a script & base
PropertyOfVariantType, ## a property of a type
PropertyOfBaseType, ## a property of a base type
PropertyOfInstance, ## a property of an instance
PropertyOfScript, ## a property of a script & base
PropertyHintMax
const
GODOT_PROPERTY_USAGE_STORAGE_VALUE = 1.cint
GODOT_PROPERTY_USAGE_EDITOR_VALUE = 2.cint
GODOT_PROPERTY_USAGE_NETWORK_VALUE = 4.cint
GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE = 8.cint
GODOT_PROPERTY_USAGE_CHECKABLE_VALUE = 16.cint
GODOT_PROPERTY_USAGE_CHECKED_VALUE = 32.cint
GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE = 64.cint
GODOT_PROPERTY_USAGE_GROUP_VALUE = 128.cint
GODOT_PROPERTY_USAGE_CATEGORY_VALUE = 256.cint
GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE = 512.cint
GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE = 1024.cint
GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE = 2048.cint
GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE = 4096.cint
GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE = 8192.cint
GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE = 16384.cint
GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE = 32768.cint
GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE = 65536.cint
GODOT_PROPERTY_USAGE_DEFAULT_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_EDITOR_VALUE or
GODOT_PROPERTY_USAGE_NETWORK_VALUE
GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or
GODOT_PROPERTY_USAGE_EDITOR_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE or
GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
GODOT_PROPERTY_USAGE_NOEDITOR_VALUE: cint =
GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE
type
GodotPropertyUsage* {.size: sizeof(cint), pure.} = enum
Storage = GODOT_PROPERTY_USAGE_STORAGE_VALUE
Editor = GODOT_PROPERTY_USAGE_EDITOR_VALUE
Network = GODOT_PROPERTY_USAGE_NETWORK_VALUE
NoEditor = GODOT_PROPERTY_USAGE_NOEDITOR_VALUE
Default = GODOT_PROPERTY_USAGE_DEFAULT_VALUE
EditorHelper = GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE
Checkable = GODOT_PROPERTY_USAGE_CHECKABLE_VALUE
## used for editing global variables
Checked = GODOT_PROPERTY_USAGE_CHECKED_VALUE
## used for editing global variables
Internationalized = GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
## hint for internationalized strings
DefaultIntl = GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE
Group = GODOT_PROPERTY_USAGE_GROUP_VALUE
## used for grouping props in the editor
Category = GODOT_PROPERTY_USAGE_CATEGORY_VALUE
NonZero = GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE
## only store if nonzero
NonOne = GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE
## only store if false
NoInstanceState = GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE
RestartIfChanged = GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE
ScriptVariable = GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE
StoreIfNull = GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE
AnimateAsTrigger = GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE
UpdateAllIfModified = GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE
GodotPropertyAttributes* {.bycopy.} = object
rsetType*: GodotMethodRPCMode
typ*: cint
hint*: GodotPropertyHint
hintString*: GodotString
usage*: cint
defaultValue*: GodotVariant
GodotInstanceCreateFunc* {.bycopy.} = object
createFunc*:
proc (obj: ptr GodotObject; methodData: pointer): pointer {.noconv.}
## returns user data
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotInstanceDestroyFunc* {.bycopy.} = object
destroyFunc*:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer) {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotInstanceMethod* {.bycopy.} = object
meth*:
proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer; numArgs: cint;
args: var array[MAX_ARG_COUNT, ptr GodotVariant]):
GodotVariant {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotPropertySetFunc* {.bycopy.} = object
setFunc*: proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer; value: GodotVariant) {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotPropertyGetFunc* {.bycopy.} = object
getFunc*: proc (obj: ptr GodotObject; methodData: pointer;
userData: pointer): GodotVariant {.noconv.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv.}
GodotSignalArgument* {.bycopy.} = object
name*: GodotString
typ*: cint
hint*: GodotPropertyHint
hintString*: GodotString
usage*: cint
defaultValue*: GodotVariant
GodotSignal* = object
name*: GodotString
numArgs*: cint
args*: ptr GodotSignalArgument
numDefaultArgs*: cint
defaultArgs*: ptr GodotVariant
GodotClassConstructor* = proc (): ptr GodotObject {.
noconv, gcsafe, locks: 0, raises: [], tags: [].}
template offset*[T](p: ptr T, offset: int): ptr T =
cast[ptr T](cast[ByteAddress](p) +% (offset * sizeof(T)))

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# Copyright 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {.inline.} =
getGDNativeAPI().nodePathNew(dest, s)
proc initGodotNodePath*(dest: var GodotNodePath;
src: GodotNodePath) {.inline.} =
getGDNativeAPI().nodePathNewCopy(dest, src)
proc deinit*(self: var GodotNodePath) {.inline.} =
getGDNativeAPI().nodePathDestroy(self)
proc toGodotString*(self: GodotNodePath): GodotString {.inline.} =
getGDNativeAPI().nodePathAsString(self)
proc isAbsolute*(self: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathIsAbsolute(self)
proc nameCount*(self: GodotNodePath): cint {.inline.} =
getGDNativeAPI().nodePathGetNameCount(self)
proc getName*(self: GodotNodePath; idx: cint): GodotString {.inline.} =
getGDNativeAPI().nodePathGetName(self, idx)
proc subnameCount*(self: GodotNodePath): cint {.inline.} =
getGDNativeAPI().nodePathGetSubnameCount(self)
proc getSubname*(self: GodotNodePath; idx: cint): GodotString {.inline.} =
getGDNativeAPI().nodePathGetSubname(self, idx)
proc getConcatenatedSubnames*(self: GodotNodePath): GodotString {.inline.} =
getGDNativeAPI().nodePathGetConcatenatedSubnames(self)
proc isEmpty*(self: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathIsEmpty(self)
proc `==`*(a, b: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathOperatorEqual(a, b)

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
import core/godotcoretypes
template genPoolArrayAPI(ArrayT, initIdent, DataT,
newProc, newCopyProc, newWithArrayProc, appendProc,
appendArrayProc, insertProc, invertProc, pushBackProc,
removeProc, resizeProc, setProc, getProc, sizeProc,
destroyProc, readProc, writeProc,
readAccessPtrProc, writeAccessPtrProc,
readAccessDestroyProc, writeAccessDestroyProc) =
proc initIdent*(dest: var ArrayT) {.inline.} =
getGDNativeAPI().newProc(dest)
proc initIdent*(dest: var ArrayT; src: ArrayT) {.inline.} =
getGDNativeAPI().newCopyProc(dest, src)
proc initIdent*(dest: var ArrayT; arr: GodotArray) {.inline.} =
getGDNativeAPI().newWithArrayProc(dest, arr)
proc deinit*(self: var ArrayT) {.inline.} =
getGDNativeAPI().destroyProc(self)
proc add*(self: var ArrayT; data: DataT) {.inline.} =
getGDNativeAPI().pushBackProc(self, data)
proc add*(self: var ArrayT; arr: ArrayT) {.inline.} =
getGDNativeAPI().appendArrayProc(self, arr)
proc insert*(self: var ArrayT; idx: cint;
data: DataT): Error {.inline.} =
getGDNativeAPI().insertProc(self, idx, data)
proc delete*(self: var ArrayT; idx: cint) {.inline.} =
getGDNativeAPI().removeProc(self, idx)
proc reverse*(self: var ArrayT) {.inline.} =
getGDNativeAPI().invertProc(self)
proc setLen*(self: var ArrayT; size: cint) {.inline.} =
getGDNativeAPI().resizeProc(self, size)
proc `[]=`*(self: var ArrayT; idx: cint; data: DataT) {.inline.} =
getGDNativeAPI().setProc(self, idx, data)
proc `[]`*(self: ArrayT; idx: cint): DataT {.inline.} =
let data = getGDNativeAPI().getProc(self, idx)
when DataT is Color:
data.toColor()
elif DataT is Vector2:
data.toVector2()
elif DataT is Vector3:
data.toVector3()
else:
data
proc len*(self: ArrayT): cint {.inline.} =
getGDNativeAPI().sizeProc(self)
iterator items*(self: ArrayT): DataT =
let readAccess = getGDNativeAPI().readProc(self)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess)
for i in 0.cint..<self.len:
yield readPtr.offset(i)[]
getGDNativeAPI().readAccessDestroyProc(readAccess)
iterator mitems*(self: var ArrayT): var DataT =
let writeAccess = getGDNativeAPI().writeProc(self)
let writePtr = getGDNativeAPI().writeAccessPtrProc(writeAccess)
for i in 0.cint..<self.len:
yield writePtr.offset(i)[]
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
iterator pairs*(self: ArrayT): tuple[key: cint, val: DataT] =
let readAccess = getGDNativeAPI().readProc(self)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess)
for i in 0.cint..<self.len:
yield (i, readPtr.offset(i)[])
getGDNativeAPI().readAccessDestroyProc(readAccess)
iterator mpairs*(self: var ArrayT): tuple[key: cint, val: var DataT] =
let writeAccess = getGDNativeAPI().writeProc(self)
let writePtr = getGDNativeAPI().writeAccessPtrProc(writeAccess)
for i in 0.cint..<self.len:
yield (i, writePtr.offset(i)[])
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
proc subarray*(self: ArrayT, idxFrom, idxTo: cint): ArrayT =
## Indexes are inclusive, negative values count from the end of the array.
let ownLen = self.len
var actualIdxFrom = if idxFrom < 0: idxFrom + ownLen
else: idxFrom
var actualIdxTo = if idxTo < 0: idxTo + ownLen
else: idxTo
initIdent(result)
if actualIdxFrom < 0 or actualIdxFrom >= ownLen:
let instInfo = instantiationInfo()
getGDNativeAPI().printError(
cstring"Invalid subarray begin index", cstring"subarray", instInfo.filename, instInfo.line.cint)
return
if actualIdxTo < 0 or actualIdxTo >= ownLen:
let instInfo = instantiationInfo()
getGDNativeAPI().printError(
cstring"Invalid subarray end index", cstring"subarray", instInfo.filename, instInfo.line.cint)
return
let span = actualIdxTo - actualIdxFrom + 1
result.setLen(span)
let readAccess = getGDNativeAPI().readProc(self)
let writeAccess = getGDNativeAPI().writeProc(result)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess).offset(actualIdxFrom)
copyMem(getGDNativeAPI().writeAccessPtrProc(writeAccess), readPtr, span)
getGDNativeAPI().readAccessDestroyProc(readAccess)
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
genPoolArrayAPI(GodotPoolByteArray, initGodotPoolByteArray, byte,
poolByteArrayNew,
poolByteArrayNewCopy,
poolByteArrayNewWithArray,
poolByteArrayAppend,
poolByteArrayAppendArray,
poolByteArrayInsert,
poolByteArrayInvert,
poolByteArrayPushBack,
poolByteArrayRemove,
poolByteArrayResize,
poolByteArraySet,
poolByteArrayGet,
poolByteArraySize,
poolByteArrayDestroy,
poolByteArrayRead,
poolByteArrayWrite,
poolByteArrayReadAccessPtr,
poolByteArrayWriteAccessPtr,
poolByteArrayReadAccessDestroy,
poolByteArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolIntArray, initGodotPoolIntArray, cint,
poolIntArrayNew,
poolIntArrayNewCopy,
poolIntArrayNewWithArray,
poolIntArrayAppend,
poolIntArrayAppendArray,
poolIntArrayInsert,
poolIntArrayInvert,
poolIntArrayPushBack,
poolIntArrayRemove,
poolIntArrayResize,
poolIntArraySet,
poolIntArrayGet,
poolIntArraySize,
poolIntArrayDestroy,
poolIntArrayRead,
poolIntArrayWrite,
poolIntArrayReadAccessPtr,
poolIntArrayWriteAccessPtr,
poolIntArrayReadAccessDestroy,
poolIntArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolRealArray, initGodotPoolRealArray, float32,
poolRealArrayNew,
poolRealArrayNewCopy,
poolRealArrayNewWithArray,
poolRealArrayAppend,
poolRealArrayAppendArray,
poolRealArrayInsert,
poolRealArrayInvert,
poolRealArrayPushBack,
poolRealArrayRemove,
poolRealArrayResize,
poolRealArraySet,
poolRealArrayGet,
poolRealArraySize,
poolRealArrayDestroy,
poolRealArrayRead,
poolRealArrayWrite,
poolRealArrayReadAccessPtr,
poolRealArrayWriteAccessPtr,
poolRealArrayReadAccessDestroy,
poolRealArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolStringArray, initGodotPoolStringArray, GodotString,
poolStringArrayNew,
poolStringArrayNewCopy,
poolStringArrayNewWithArray,
poolStringArrayAppend,
poolStringArrayAppendArray,
poolStringArrayInsert,
poolStringArrayInvert,
poolStringArrayPushBack,
poolStringArrayRemove,
poolStringArrayResize,
poolStringArraySet,
poolStringArrayGet,
poolStringArraySize,
poolStringArrayDestroy,
poolStringArrayRead,
poolStringArrayWrite,
poolStringArrayReadAccessPtr,
poolStringArrayWriteAccessPtr,
poolStringArrayReadAccessDestroy,
poolStringArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolVector2Array, initGodotPoolVector2Array, Vector2,
poolVector2ArrayNew,
poolVector2ArrayNewCopy,
poolVector2ArrayNewWithArray,
poolVector2ArrayAppend,
poolVector2ArrayAppendArray,
poolVector2ArrayInsert,
poolVector2ArrayInvert,
poolVector2ArrayPushBack,
poolVector2ArrayRemove,
poolVector2ArrayResize,
poolVector2ArraySet,
poolVector2ArrayGet,
poolVector2ArraySize,
poolVector2ArrayDestroy,
poolVector2ArrayRead,
poolVector2ArrayWrite,
poolVector2ArrayReadAccessPtr,
poolVector2ArrayWriteAccessPtr,
poolVector2ArrayReadAccessDestroy,
poolVector2ArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolVector3Array, initGodotPoolVector3Array, Vector3,
poolVector3ArrayNew,
poolVector3ArrayNewCopy,
poolVector3ArrayNewWithArray,
poolVector3ArrayAppend,
poolVector3ArrayAppendArray,
poolVector3ArrayInsert,
poolVector3ArrayInvert,
poolVector3ArrayPushBack,
poolVector3ArrayRemove,
poolVector3ArrayResize,
poolVector3ArraySet,
poolVector3ArrayGet,
poolVector3ArraySize,
poolVector3ArrayDestroy,
poolVector3ArrayRead,
poolVector3ArrayWrite,
poolVector3ArrayReadAccessPtr,
poolVector3ArrayWriteAccessPtr,
poolVector3ArrayReadAccessDestroy,
poolVector3ArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolColorArray, initGodotPoolColorArray, Color,
poolColorArrayNew,
poolColorArrayNewCopy,
poolColorArrayNewWithArray,
poolColorArrayAppend,
poolColorArrayAppendArray,
poolColorArrayInsert,
poolColorArrayInvert,
poolColorArrayPushBack,
poolColorArrayRemove,
poolColorArrayResize,
poolColorArraySet,
poolColorArrayGet,
poolColorArraySize,
poolColorArrayDestroy,
poolColorArrayRead,
poolColorArrayWrite,
poolColorArrayReadAccessPtr,
poolColorArrayWriteAccessPtr,
poolColorArrayReadAccessDestroy,
poolColorArrayWriteAccessDestroy)

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# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotString(dest: var GodotString) {.inline, raises: [].} =
getGDNativeAPI().stringNew(dest)
proc initGodotString(dest: var GodotString; contents: cstring;
size: cint) {.inline.} =
## Initializes ``dest`` from UTF-8 ``contents``
dest = getGDNativeAPI().stringCharsToUtf8WithLen(contents, size)
proc `==`*(self, b: GodotString): bool {.inline.} =
getGDNativeAPI().stringOperatorEqual(self, b)
proc `<`*(self, b: GodotString): bool {.inline.} =
getGDNativeAPI().stringOperatorLess(self, b)
proc `&`*(self, b: GodotString): GodotString {.inline.} =
getGDNativeAPI().stringOperatorPlus(self, b)
proc deinit*(self: var GodotString) {.inline.} =
getGDNativeAPI().stringDestroy(self)
proc len*(self: GodotString): cint {.inline.} =
getGDNativeAPI().stringLength(self)
proc dataPtr*(self: GodotString): ptr cwchar_t {.inline.} =
getGDNativeAPI().stringWideStr(self)
proc `$`*(self: GodotString): string =
## Converts the ``GodotString`` into Nim string
var charStr = getGDNativeAPI().stringUtf8(self)
let length = getGDNativeAPI().charStringLength(charStr)
result = newString(length)
copyMem(addr result[0], getGDNativeAPI().charStringGetData(charStr), length)
getGDNativeAPI().charStringDestroy(charStr)
proc toGodotString*(s: string): GodotString {.inline.} =
## Converts the Nim string into ``GodotString``
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
if s.isNil:
initGodotString(result)
else:
initGodotString(result, cstring(s), cint(s.len + 1))
else:
initGodotString(result, cstring(s), cint(s.len + 1))
proc toGodotString*(s: cstring): GodotString {.inline.} =
## Converts the cstring into ``GodotString``
if s.isNil:
initGodotString(result)
else:
initGodotString(result, s, cint(s.len + 1))

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# Copyright 2018 Xored Software, Inc.
import core/godotcoretypes, godotinternaltypes, gdnativeapi
proc getType*(p: GodotVariant): VariantType {.inline.} =
getGDNativeAPI().variantGetType(p)
proc initGodotVariant*(dest: var GodotVariant) {.inline.} =
getGDNativeAPI().variantNewNil(dest)
proc initGodotVariant*(dest: var GodotVariant, src: GodotVariant) {.inline.} =
getGDNativeAPI().variantNewCopy(dest, src)
proc initGodotVariant*(dest: var GodotVariant; b: bool) {.inline.} =
getGDNativeAPI().variantNewBool(dest, b)
proc initGodotVariant*(dest: var GodotVariant; i: uint64) {.inline.} =
getGDNativeAPI().variantNewUInt(dest, i)
proc initGodotVariant*(dest: var GodotVariant; i: int64) {.inline.} =
getGDNativeAPI().variantNewInt(dest, i)
proc initGodotVariant*(dest: var GodotVariant; r: cdouble) {.inline.} =
getGDNativeAPI().variantNewReal(dest, r)
proc initGodotVariant*(dest: var GodotVariant; s: GodotString) {.inline.} =
getGDNativeAPI().variantNewString(dest, s)
proc initGodotVariant*(dest: var GodotVariant; v2: Vector2) {.inline.} =
getGDNativeAPI().variantNewVector2(dest, v2)
proc initGodotVariant*(dest: var GodotVariant; rect2: Rect2) {.inline.} =
getGDNativeAPI().variantNewRect2(dest, rect2)
proc initGodotVariant*(dest: var GodotVariant; v3: Vector3) {.inline.} =
getGDNativeAPI().variantNewVector3(dest, v3)
proc initGodotVariant*(dest: var GodotVariant; t2d: Transform2D) {.inline.} =
getGDNativeAPI().variantNewTransform2D(dest, t2d)
proc initGodotVariant*(dest: var GodotVariant; plane: Plane) {.inline.} =
getGDNativeAPI().variantNewPlane(dest, plane)
proc initGodotVariant*(dest: var GodotVariant; quat: Quat) {.inline.} =
getGDNativeAPI().variantNewQuat(dest, quat)
proc initGodotVariant*(dest: var GodotVariant; aabb: AABB) {.inline.} =
getGDNativeAPI().variantNewAABB(dest, aabb)
proc initGodotVariant*(dest: var GodotVariant; basis: Basis) {.inline.} =
getGDNativeAPI().variantNewBasis(dest, basis)
proc initGodotVariant*(dest: var GodotVariant; trans: Transform) {.inline.} =
getGDNativeAPI().variantNewTransform(dest, trans)
proc initGodotVariant*(dest: var GodotVariant; color: Color) {.inline.} =
getGDNativeAPI().variantNewColor(dest, color)
proc initGodotVariant*(dest: var GodotVariant;
nodePath: GodotNodePath) {.inline.} =
getGDNativeAPI().variantNewNodePath(dest, nodePath)
proc initGodotVariant*(dest: var GodotVariant; rid: RID) {.inline.} =
getGDNativeAPI().variantNewRID(dest, rid)
proc initGodotVariant*(dest: var GodotVariant;
obj: ptr GodotObject) {.inline.} =
getGDNativeAPI().variantNewObject(dest, obj)
proc initGodotVariant*(dest: var GodotVariant; arr: GodotArray) {.inline.} =
getGDNativeAPI().variantNewArray(dest, arr)
proc initGodotVariant*(dest: var GodotVariant;
pba: GodotPoolByteArray) {.inline.} =
getGDNativeAPI().variantNewPoolByteArray(dest, pba)
proc initGodotVariant*(dest: var GodotVariant;
pia: GodotPoolIntArray) {.inline.} =
getGDNativeAPI().variantNewPoolIntArray(dest, pia)
proc initGodotVariant*(dest: var GodotVariant;
pra: GodotPoolRealArray) {.inline.} =
getGDNativeAPI().variantNewPoolRealArray(dest, pra)
proc initGodotVariant*(dest: var GodotVariant;
psa: GodotPoolStringArray) {.inline.} =
getGDNativeAPI().variantNewPoolStringArray(dest, psa)
proc initGodotVariant*(dest: var GodotVariant;
pv2a: GodotPoolVector2Array) {.inline.} =
getGDNativeAPI().variantNewPoolVector2Array(dest, pv2a)
proc initGodotVariant*(dest: var GodotVariant;
pv3a: GodotPoolVector3Array) {.inline.} =
getGDNativeAPI().variantNewPoolVector3Array(dest, pv3a)
proc initGodotVariant*(dest: var GodotVariant;
pca: GodotPoolColorArray) {.inline.} =
getGDNativeAPI().variantNewPoolColorArray(dest, pca)
proc initGodotVariant*(dest: var GodotVariant;
dict: GodotDictionary) {.inline.} =
getGDNativeAPI().variantNewDictionary(dest, dict)
proc deinit*(v: var GodotVariant) {.inline.} =
getGDNativeAPI().variantDestroy(v)
proc asBool*(self: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantAsBool(self)
proc asUInt*(self: GodotVariant): uint64 {.inline.} =
getGDNativeAPI().variantAsUInt(self)
proc asInt*(self: GodotVariant): int64 {.inline.} =
getGDNativeAPI().variantAsInt(self)
proc asReal*(self: GodotVariant): cdouble {.inline.} =
getGDNativeAPI().variantAsReal(self)
proc asGodotString*(self: GodotVariant): GodotString {.inline.} =
getGDNativeAPI().variantAsString(self)
proc asVector2*(self: GodotVariant): Vector2 {.inline.} =
getGDNativeAPI().variantAsVector2(self).toVector2()
proc asRect2*(self: GodotVariant): Rect2 {.inline.} =
getGDNativeAPI().variantAsRect2(self).toRect2()
proc asVector3*(self: GodotVariant): Vector3 {.inline.} =
getGDNativeAPI().variantAsVector3(self).toVector3()
proc asTransform2D*(self: GodotVariant): Transform2D {.inline.} =
getGDNativeAPI().variantAsTransform2D(self).toTransform2D()
proc asPlane*(self: GodotVariant): Plane {.inline.} =
getGDNativeAPI().variantAsPlane(self).toPlane()
proc asQuat*(self: GodotVariant): Quat {.inline.} =
getGDNativeAPI().variantAsQuat(self).toQuat()
proc asAABB*(self: GodotVariant): AABB {.inline.} =
getGDNativeAPI().variantAsAABB(self).toAABB()
proc asBasis*(self: GodotVariant): Basis {.inline.} =
getGDNativeAPI().variantAsBasis(self).toBasis()
proc asTransform*(self: GodotVariant): Transform {.inline.} =
getGDNativeAPI().variantAsTransform(self).toTransform()
proc asColor*(self: GodotVariant): Color {.inline.} =
getGDNativeAPI().variantAsColor(self).toColor()
proc asNodePath*(self: GodotVariant): GodotNodePath {.inline.} =
getGDNativeAPI().variantAsNodePath(self)
proc asRID*(self: GodotVariant): RID {.inline.} =
getGDNativeAPI().variantAsRID(self)
proc asGodotObject*(self: GodotVariant): ptr GodotObject {.inline.} =
getGDNativeAPI().variantAsObject(self)
proc asGodotArray*(self: GodotVariant): GodotArray {.inline.} =
getGDNativeAPI().variantAsArray(self)
proc asGodotPoolByteArray*(self: GodotVariant): GodotPoolByteArray {.inline.} =
getGDNativeAPI().variantAsPoolByteArray(self)
proc asGodotPoolIntArray*(self: GodotVariant): GodotPoolIntArray {.inline.} =
getGDNativeAPI().variantAsPoolIntArray(self)
proc asGodotPoolRealArray*(self: GodotVariant): GodotPoolRealArray {.inline.} =
getGDNativeAPI().variantAsPoolRealArray(self)
proc asGodotPoolStringArray*(self: GodotVariant): GodotPoolStringArray
{.inline.} =
getGDNativeAPI().variantAsPoolStringArray(self)
proc asGodotPoolVector2Array*(self: GodotVariant): GodotPoolVector2Array
{.inline.} =
getGDNativeAPI().variantAsPoolVector2Array(self)
proc asGodotPoolVector3Array*(self: GodotVariant): GodotPoolVector3Array
{.inline.} =
getGDNativeAPI().variantAsPoolVector3Array(self)
proc asGodotPoolColorArray*(self: GodotVariant): GodotPoolColorArray
{.inline.} =
getGDNativeAPI().variantAsPoolColorArray(self)
proc asGodotDictionary*(self: GodotVariant): GodotDictionary {.inline.} =
getGDNativeAPI().variantAsDictionary(self)
proc call*(self: var GodotVariant; meth: GodotString;
args: ptr array[256, ptr GodotVariant]; argCount: cint;
error: var VariantCallError): GodotVariant {.inline.} =
getGDNativeAPI().variantCall(self, meth, args, argCount, error)
proc hasMethod*(self: GodotVariant; meth: GodotString): bool {.inline.} =
getGDNativeAPI().variantHasMethod(self, meth)
proc `==`*(self, other: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantOperatorEqual(self, other)
proc `<`*(self, other: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantOperatorLess(self, other)
proc hashCompare*(self, other: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantHashCompare(self, other)
proc booleanize*(self: GodotVariant): bool {.inline.} =
getGDNativeAPI().variantBooleanize(self)
import godotstrings
proc `$`*(self: GodotVariant): string =
var s = self.asGodotString()
result = $s
s.deinit()

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@ -1 +0,0 @@
--path:"$projectdir/../"

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@ -1,684 +0,0 @@
# Copyright 2018 Xored Software, Inc.
import macros, tables, typetraits, strutils, sets, sequtils, options, algorithm
import godotinternal, internal/godotvariants
import godotnim, core/variants
type
VarDecl = ref object
name: NimNode
typ: NimNode
defaultValue: NimNode
isNoGodot: bool
hint: Option[string]
hintStr: Option[string]
usage: NimNode
isExported: bool
MethodDecl = ref object
name: string
args: seq[VarDecl]
isVirtual: bool
returnType: NimNode
nimNode: NimNode
isNoGodot: bool
ObjectDecl = ref object
name: string
parentName: string
fields: seq[VarDecl]
methods: seq[MethodDecl]
isTool: bool
ParseError = object of Exception
include "internal/backwardcompat.inc.nim"
proc godotToNim[T](val: Variant): (T, ConversionResult) =
mixin fromVariant
result[1] = fromVariant(result[0], val)
proc nimToGodot[T](val: T): Variant =
mixin toVariant
when compiles(toVariant(val)):
result = toVariant(val)
else:
const err = "Cannot convert Nim value of type " & T.name &
" into Variant"
{.error: err.}
template parseError(node: NimNode, msg: string) =
raise newException(ParseError, lineinfo(node) & ": " & msg)
proc extractNames(definition: NimNode):
tuple[name, parentName: string] =
if definition.kind == nnkIdent:
result.name = definition.strVal
else:
if not (definition.kind == nnkInfix and
definition[0].strVal == "of"):
parseError(definition, "invalid type definition")
result.name = definition[1].strVal
case definition[2].kind:
of nnkIdent:
result.parentName = definition[2].strVal
else:
parseError(definition[2], "parent type expected")
when not declared(newRStrLit):
proc newRStrLit(s: string): NimNode {.compileTime.} =
result = newNimNode(nnkRStrLit)
result.strVal = s
proc newCStringLit(s: string): NimNode {.compileTime.} =
newNimNode(nnkCallStrLit).add(ident("cstring"), newRStrLit(s))
iterator pragmas(node: NimNode):
tuple[key: string, value: NimNode, index: int] =
assert node.kind in {nnkPragma, nnkEmpty}
for index in countdown(node.len - 1, 0):
if node[index].kind == nnkExprColonExpr:
yield (node[index][0].strVal, node[index][1], index)
elif node[index].kind == nnkIdent:
yield (node[index].strVal, nil, index)
proc removePragmaNode(statement: NimNode,
pname: string): NimNode {.compileTime.} =
## Removes the pragma from the node and returns value of the pragma
## Works for routine nodes or nnkPragmaExpr
if not (RoutineNodes.contains(statement.kind) or
statement.kind == nnkPragmaExpr):
return nil
result = nil
var pragmas = if RoutineNodes.contains(statement.kind): statement.pragma()
else: statement[1]
for ident, val, i in pragmas(pragmas):
if ident.eqIdent(pname):
pragmas.del(i)
return val
proc removePragma(statement: NimNode, pname: string): bool =
## Removes the pragma from the node and returns whether pragma was removed
if not (RoutineNodes.contains(statement.kind) or
statement.kind == nnkPragmaExpr):
return false
var pragmas = if RoutineNodes.contains(statement.kind): statement.pragma()
else: statement[1]
for ident, val, i in pragmas(pragmas):
if ident.eqIdent(pname):
pragmas.del(i)
return true
proc removeStrPragma(statement: NimNode,
pname: string): Option[string] {.compileTime.} =
## Removes the pragma from the node and returns value of the pragma
## Works for routine nodes or nnkPragmaExpr
let node = removePragmaNode(statement, pname)
result = if node.isNil: none(string)
else: some($node)
proc isExported(node: NimNode): bool {.compileTime.} =
if node.kind == nnkPragmaExpr:
result = isExported(node[0])
elif node.kind == nnkPostfix:
result = ($node[0] == "*")
proc identDefsToVarDecls(identDefs: NimNode): seq[VarDecl] =
assert(identDefs.kind == nnkIdentDefs)
result = newSeqOfCap[VarDecl](identDefs.len - 2)
var typ = identDefs[identDefs.len - 2]
if typ.kind == nnkEmpty:
let defaultValue = identDefs[identDefs.len - 1]
if defaultValue.kind != nnkEmpty:
typ = newCall("type", defaultValue)
for i in 0..<(identDefs.len - 2):
let nameNode = identDefs[i].copyNimTree()
let hint = removeStrPragma(nameNode, "hint")
let hintStr = removeStrPragma(nameNode, "hintStr")
let usage = removePragmaNode(nameNode, "usage")
let isGdExport = removePragma(nameNode, "gdExport")
result.add(VarDecl(
name: if nameNode.kind == nnkPragmaExpr: nameNode[0].basename()
else: nameNode.basename(),
typ: typ,
defaultValue: identDefs[identDefs.len - 1],
hint: hint,
hintStr: hintStr,
isNoGodot: not isGdExport,
usage: usage,
isExported: nameNode.isExported()
))
proc parseMethod(meth: NimNode): MethodDecl =
assert(meth.kind in {nnkProcDef, nnkMethodDef})
let isGdExport = removePragma(meth, "gdExport")
let isNoGodot = (meth.kind != nnkMethodDef and not isGdExport) or
removePragma(meth, "noGdExport")
result = MethodDecl(
name: $meth[0].basename,
args: newSeq[VarDecl](),
returnType: meth[3][0],
isVirtual: meth.kind == nnkMethodDef,
isNoGodot: isNoGodot,
nimNode: meth
)
for i in 1..<meth[3].len:
var identDefs = meth[3][i]
result.args.add(identDefsToVarDecls(identDefs))
proc parseVarSection(decl: NimNode): seq[VarDecl] =
assert(decl.kind == nnkVarSection)
for i in 0..<decl.len:
if i == 0:
result = identDefsToVarDecls(decl[i])
else:
result.add(identDefsToVarDecls(decl[i]))
proc parseType(ast: NimNode): ObjectDecl =
let definition = ast[0]
let body = ast[^1]
result = ObjectDecl(
fields: newSeq[VarDecl](),
methods: newSeq[MethodDecl]()
)
(result.name, result.parentName) = extractNames(definition)
var isTool = false
for i in 1..(ast.len - 2):
let option = ast[i]
if option.kind != nnkIdent:
parseError(option, "type specifier expected")
if option.strVal == "tool":
isTool = true
else:
parseError(option, "valid type specifier expected")
result.isTool = isTool
if result.parentName.len == 0: result.parentName = "Object"
for statement in body:
case statement.kind:
of nnkVarSection:
let varSection = parseVarSection(statement)
result.fields.add(varSection)
of nnkProcDef, nnkMethodDef:
let meth = parseMethod(statement)
result.methods.add(meth)
of nnkCommentStmt:
discard
else:
parseError(statement, "field or method declaration expected")
macro invokeVarArgs(procIdent, objIdent;
minArgs, maxArgs: static[int], numArgsIdent,
argSeqIdent; argTypes: seq[NimNode],
hasReturnValue, isStaticCall: static[bool]): untyped =
## Produces statement in form:
##
## .. code-block:: nim
## case numArgs:
## of 0:
## meth(self)
## of 1:
## let (arg0, err) = godotToNim[ArgT](argSeq[0])
## if err != ConversionResult.OK:
## error(...)
## return
## meth(self, arg0)
## else:
## error(...)
template conv(procLit, argT, argSeq, idx, argIdent, errIdent) =
let v = newVariant(argSeq[idx][])
v.markNoDeinit() # args will be destroyed externally
let (argIdent, errIdent) = godotToNim[argT](v)
if errIdent != ConversionResult.OK:
let errorKind = if errIdent == ConversionResult.TypeError: "a type error"
else: "a range error"
printError(
"Failed to invoke Nim procedure " & $procLit &
": " & errorKind & " has occurred when converting argument " & $idx &
" of Godot type " & $argSeq[idx][].getType())
return
# these help to avoid exporting internal modules
# thanks to closed symbol binding
template initGodotVariantCall(result) =
initGodotVariant(result)
template initGodotVariantCall(result, src) =
initGodotVariant(result, src)
result = newNimNode(nnkCaseStmt)
result.add(numArgsIdent)
for i in minArgs..maxArgs:
let branch = newNimNode(nnkOfBranch).add(newIntLitNode(i))
let branchBody = newStmtList()
var invocation = newNimNode(nnkCall)
invocation.add(procIdent)
invocation.add(objIdent) # self
for idx in 0..<i:
let argIdent = genSym(nskLet, "arg")
let errIdent = genSym(nskLet, "err")
let argT = argTypes[idx]
branchBody.add(getAst(conv($procIdent, argT,
argSeqIdent, idx, argIdent, errIdent)))
invocation.add(argIdent)
if isStaticCall:
invocation = newNimNode(nnkCall).add(ident("procCall"), invocation)
if hasReturnValue:
let resultVariant = genSym(nskLet, "ret")
branchBody.add(
newNimNode(nnkLetSection).add(
newIdentDefs(resultVariant, ident("Variant"), newCall("toVariant", invocation))))
let theCall = newNimNode(nnkBracketExpr).add(newNimNode(nnkDotExpr).add(
resultVariant, ident("godotVariant")))
branchBody.add(getAst(initGodotVariantCall(ident("result"), theCall)))
else:
branchBody.add(invocation)
branchBody.add(getAst(initGodotVariantCall(ident("result"))))
branch.add(branchBody)
result.add(branch)
template printInvokeErr(procName, minArgs, maxArgs, numArgs) =
printError(
"Failed to invoke Nim procedure " & procName &
": expected " & $minArgs & "-" & $maxArgs &
" arguments, but got " & $numArgs)
result.add(newNimNode(nnkElse).add(getAst(
printInvokeErr(procIdent.strVal, minArgs, maxArgs, numArgsIdent))))
proc typeError(nimType: string, value: string, godotType: VariantType,
className: cstring, propertyName: cstring): string =
result = "Tried to assign incompatible value " & value & " (" & $godotType &
") to field \"" & $propertyName & ": " & $nimType & "\" of " &
$className
proc rangeError(nimType: string, value: string, className: cstring,
propertyName: cstring): string =
result = "Tried to assign the out-of-range value " & value &
" to field \"" & $propertyName & ": " & $nimType & "\" of " &
$className
proc nimDestroyFunc(obj: ptr GodotObject, methData: pointer,
userData: pointer) {.noconv.} =
let nimObj = cast[NimGodotObject](userData)
nimObj.removeGodotObject()
GC_unref(nimObj)
proc nimDestroyRefFunc(obj: ptr GodotObject, methData: pointer,
userData: pointer) {.noconv.} =
# references are destroyed by Godot when they are already destroyed by Nim,
# so nothing to do here.
discard
proc refcountIncremented(obj: ptr GodotObject, methodData: pointer,
userData: pointer, numArgs: cint,
args: var array[MAX_ARG_COUNT, ptr GodotVariant]):
GodotVariant {.noconv.} =
let nimObj = cast[NimGodotObject](userData)
if not nimObj.isFinalized:
GC_ref(nimObj)
proc refcountDecremented(obj: ptr GodotObject, methodData: pointer,
userData: pointer, numArgs: cint,
args: var array[MAX_ARG_COUNT, ptr GodotVariant]):
GodotVariant {.noconv.} =
let nimObj = cast[NimGodotObject](userData)
if not nimObj.isFinalized:
GC_unref(nimObj)
initGodotVariant(result, nimObj.isFinalized)
template registerGodotClass(classNameIdent, classNameLit; isRefClass: bool;
baseNameLit, createFuncIdent; isTool: bool) =
proc createFuncIdent(obj: ptr GodotObject,
methData: pointer): pointer {.noconv.} =
var nimObj: classNameIdent
new(nimObj, nimGodotObjectFinalizer[classNameIdent])
nimObj.setGodotObject(obj)
nimObj.isRef = when isRefClass: true else: false
nimObj.setNativeObject(asNimGodotObject[NimGodotObject](
obj, forceNativeObject = true))
GC_ref(nimObj)
result = cast[pointer](nimObj)
when compiles(nimObj.init()):
nimObj.init()
let createFuncObj = GodotInstanceCreateFunc(
createFunc: createFuncIdent
)
let destroyFuncObj = GodotInstanceDestroyFunc(
destroyFunc: when isRefClass: nimDestroyRefFunc else: nimDestroyFunc
)
registerClass(classNameIdent, classNameLit, false)
when isTool:
nativeScriptRegisterToolClass(getNativeLibHandle(), classNameLit,
baseNameLit, createFuncObj, destroyFuncObj)
else:
nativeScriptRegisterClass(getNativeLibHandle(), classNameLit,
baseNameLit, createFuncObj, destroyFuncObj)
template registerGodotField(classNameLit, classNameIdent, propNameLit,
propNameIdent, propTypeLit, propTypeIdent,
setFuncIdent, getFuncIdent, hintStrLit,
hintIdent, usageExpr, hasDefaultValue,
defaultValueNode) =
proc setFuncIdent(obj: ptr GodotObject, methData: pointer,
nimPtr: pointer, val: GodotVariant) {.noconv.} =
let variant = newVariant(val)
variant.markNoDeinit()
let (nimVal, err) = godotToNim[propTypeIdent](variant)
case err:
of ConversionResult.OK:
cast[classNameIdent](nimPtr).propNameIdent = nimVal
of ConversionResult.TypeError:
let errStr = typeError(propTypeLit, $val, val.getType(),
classNameLit, astToStr(propNameIdent))
printError(errStr)
of ConversionResult.RangeError:
let errStr = rangeError(propTypeLit, $val,
classNameLit, astToStr(propNameIdent))
printError(errStr)
proc getFuncIdent(obj: ptr GodotObject, methData: pointer,
nimPtr: pointer): GodotVariant {.noconv.} =
let variant = nimToGodot(cast[classNameIdent](nimPtr).propNameIdent)
variant.markNoDeinit()
result = variant.godotVariant[]
let setFunc = GodotPropertySetFunc(
setFunc: setFuncIdent
)
let getFunc = GodotPropertyGetFunc(
getFunc: getFuncIdent
)
mixin godotTypeInfo
const typeInfo = when compiles(godotTypeInfo(propTypeIdent)):
godotTypeInfo(propTypeIdent)
else: GodotTypeInfo()
const hintStr = when hintStrLit != "NIM":
hintStrLit
else:
typeInfo.hintStr
const hint = when astToStr(hintIdent) != "NIM":
GodotPropertyHint.hintIdent
else:
typeInfo.hint
const variantType = typeInfo.variantType
var hintStrGodot = hintStr.toGodotString()
{.push warning[ProveInit]: off.} # false warning, Nim bug
var attr = GodotPropertyAttributes(
typ: ord(variantType),
hint: hint,
hintString: hintStrGodot,
usage: usageExpr
)
{.push warning[ProveInit]: on.}
when hasDefaultValue:
attr.defaultValue = (defaultValueNode).toVariant().godotVariant[]
nativeScriptRegisterProperty(getNativeLibHandle(), classNameLit, propNameLit,
unsafeAddr attr, setFunc, getFunc)
hintStrGodot.deinit()
proc toGodotStyle(s: string): string {.compileTime.} =
result = newStringOfCap(s.len + 10)
for c in s:
if c.isUpperAscii():
result.add('_')
result.add(c.toLowerAscii())
else:
result.add(c)
proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
result = newNimNode(nnkStmtList)
# Nim type definition
let typeDef = newNimNode(nnkTypeDef)
result.add(newNimNode(nnkTypeSection).add(typeDef))
typeDef.add(postfix(ident(obj.name), "*"))
typeDef.add(newEmptyNode())
let objTy = newNimNode(nnkObjectTy)
typeDef.add(newNimNode(nnkRefTy).add(objTy))
objTy.add(newEmptyNode())
if obj.parentName.len == 0:
objTy.add(newEmptyNode())
else:
objTy.add(newNimNode(nnkOfInherit).add(ident(obj.parentName)))
let recList = newNimNode(nnkRecList)
objTy.add(recList)
let initBody = newStmtList()
for decl in obj.fields:
if not decl.defaultValue.isNil and decl.defaultValue.kind != nnkEmpty:
initBody.add(newNimNode(nnkAsgn).add(newDotExpr(ident("self"), decl.name),
decl.defaultValue))
let name = if not decl.isExported: decl.name
else: postfix(decl.name, "*")
recList.add(newIdentDefs(name, decl.typ))
# Add default values and/or super call to init method
initBody.insert(0, newNimNode(nnkCommand).add(ident("procCall"),
newCall("init", newCall(obj.parentName, ident("self")))))
var initMethod: NimNode
for meth in obj.methods:
if meth.name == "init" and meth.nimNode[3].len == 1:
initMethod = meth.nimNode
break
if initMethod.isNil:
obj.methods.add(MethodDecl(
name: "init",
args: newSeq[VarDecl](),
returnType: newEmptyNode(),
isVirtual: true,
isNoGodot: false,
nimNode: newProc(postfix(ident("init"), "*"), body = initBody,
procType = nnkMethodDef)
))
else:
initMethod.body.insert(0, initBody)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
# {.this: self.} for convenience
result.add(newNimNode(nnkPragma).add(newNimNode(nnkExprColonExpr).add(
ident("this"), ident("self")
)))
# Nim proc defintions
var decls = newSeqOfCap[NimNode](obj.methods.len)
for meth in obj.methods:
let selfArg = newIdentDefs(ident("self"), ident(obj.name))
meth.nimNode.params.insert(1, selfArg)
let decl = meth.nimNode.copyNimTree()
decl.body = newEmptyNode()
decl.addPragma(ident("gcsafe"))
decl.addPragma(newNimNode(nnkExprColonExpr).add(ident("locks"),
newIntLitNode(0)))
decls.add(decl)
# add forward declarations first
for decl in decls:
result.add(decl)
for meth in obj.methods:
result.add(meth.nimNode)
# Register Godot object
let parentName = if obj.parentName.len == 0: newStrLitNode("Object")
else: newStrLitNode(obj.parentName)
let classNameLit = newStrLitNode(obj.name)
let classNameIdent = ident(obj.name)
let isRef: bool = if obj.parentName.len == 0: false
else: obj.parentName in refClasses
# Wrapping bools with a newLit is required as a temporary workaround for
# https://github.com/nim-lang/Nim/issues/7375
result.add(getAst(
registerGodotClass(classNameIdent, classNameLit, newLit(isRef), parentName,
genSym(nskProc, "createFunc"), newLit(obj.isTool))))
# Register fields (properties)
for field in obj.fields:
if field.isNoGodot: continue
let hintStr = if field.hintStr.isNone: "NIM"
else: field.hintStr.get
let hint = if field.hint.isNone: "NIM"
else: field.hint.get
let usage =
if field.usage.isNil:
newLit(ord(GodotPropertyUsage.Default) or
ord(GodotPropertyUsage.ScriptVariable))
else: field.usage
let hasDefaultValue = not field.defaultValue.isNil and
field.defaultValue.kind != nnkEmpty
let hintIdent = ident(hint)
let nimType = repr field.typ
result.add(getAst(
registerGodotField(classNameLit, classNameIdent,
newCStringLit(toGodotStyle($field.name.basename())),
ident(field.name), nimType,
field.typ, genSym(nskProc, "setFunc"),
genSym(nskProc, "getFunc"),
newStrLitNode(hintStr), hintIdent, usage,
ident($hasDefaultValue), field.defaultValue)))
# Register methods
template registerGodotMethod(classNameLit, classNameIdent, methodNameIdent,
methodNameLit, minArgs, maxArgs,
argTypes, methFuncIdent, hasReturnValue) =
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """/*TYPESECTION*/
N_NOINLINE(void, setStackBottom)(void* thestackbottom);
""".}
proc methFuncIdent(obj: ptr GodotObject, methodData: pointer,
userData: pointer, numArgs: cint,
args: var array[MAX_ARG_COUNT, ptr GodotVariant]):
GodotVariant {.noconv.} =
var stackBottom {.volatile.}: pointer
stackBottom = addr(stackBottom)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """
setStackBottom((void*)(&`stackBottom`));
""".}
else:
nimGC_setStackBottom(stackBottom)
let self = cast[classNameIdent](userData)
const isStaticCall = methodNameLit == cstring"_ready" or
methodNameLit == cstring"_process" or
methodNameLit == cstring"_fixed_process" or
methodNameLit == cstring"_enter_tree" or
methodNameLit == cstring"_exit_tree" or
methodNameLit == cstring"_enter_world" or
methodNameLit == cstring"_exit_world" or
methodNameLit == cstring"_draw"
when defined(release):
invokeVarArgs(methodNameIdent, self, minArgs, maxArgs, numArgs,
args, argTypes, hasReturnValue, isStaticCall)
else:
try:
invokeVarArgs(methodNameIdent, self, minArgs, maxArgs, numArgs,
args, argTypes, hasReturnValue, isStaticCall)
except:
let ex = getCurrentException()
printError("Unhandled Nim exception (" & $ex.name & "): " &
ex.msg & "\n" & ex.getStackTrace())
let meth = GodotInstanceMethod(
meth: methFuncIdent
)
nativeScriptRegisterMethod(getNativeLibHandle(), classNameLit,
methodNameLit, GodotMethodAttributes(), meth)
for meth in obj.methods:
if meth.isNoGodot: continue
let maxArgs = meth.args.len
var minArgs = maxArgs
var argTypes = newSeq[NimNode]()
for idx, arg in meth.args:
if minArgs == maxArgs and not arg.defaultValue.isNil and
arg.defaultValue.kind != nnkEmpty:
minArgs = idx
argTypes.add(arg.typ)
let godotMethodName = if meth.isVirtual: "_" & toGodotStyle(meth.name)
else: toGodotStyle(meth.name)
let hasReturnValueBool = not (meth.returnType.isNil or
meth.returnType.kind == nnkEmpty or
(meth.returnType.kind == nnkIdent and
meth.returnType.strVal == "void"))
let hasReturnValue = if hasReturnValueBool: ident("true")
else: ident("false")
result.add(getAst(
registerGodotMethod(classNameLit, classNameIdent, ident(meth.name),
newCStringLit(godotMethodName), minArgs, maxArgs,
argTypes, genSym(nskProc, "methFunc"),
hasReturnValue)))
if isRef:
# add ref/unref for types inherited from Reference
template registerRefIncDec(classNameLit) =
let refInc = GodotInstanceMethod(
meth: refcountIncremented
)
let refDec = GodotInstanceMethod(
meth: refcountDecremented
)
nativeScriptRegisterMethod(getNativeLibHandle(), classNameLit,
cstring"_refcount_incremented",
GodotMethodAttributes(), refInc)
nativeScriptRegisterMethod(getNativeLibHandle(), classNameLit,
cstring"_refcount_decremented",
GodotMethodAttributes(), refDec)
result.add(getAst(registerRefIncDec(classNameLit)))
macro gdobj*(ast: varargs[untyped]): untyped =
## Generates Godot type. Self-documenting example:
##
## .. code-block:: nim
## import godot, node
##
## gdobj MyObj of Node:
## var myField: int
## ## Not exported to Godot (i.e. editor and scripts will not see this field).
##
## var myString* {.gdExport, hint: Length, hintStr: "20".}: string
## ## Exported to Godot as ``my_string``.
## ## Editor will limit this string to length 20.
## ## ``hint` is a value of ``GodotPropertyHint`` enum.
## ## ``hintStr`` depends on the value of ``hint``, its format is
## ## described in ``GodotPropertyHint`` documentation.
##
## method ready*() =
## ## Exported methods are exported to Godot by default,
## ## and their Godot names are prefixed with ``_``
## ## (in this case ``_ready``)
## print("I am ready! myString is: " & self.myString)
##
## proc myProc*() {.gdExport.} =
## ## Exported to Godot as ``my_proc``
## print("myProc is called! Incrementing myField.")
## inc self.myField
##
## If parent type is omitted, the type is inherited from ``Object``.
##
## ``tool`` specifier can be added to mark the type as an
## `editor plugin <https://godot.readthedocs.io/en/stable/development/plugins/making_plugins.html>`_:
##
## .. code-block:: nim
## import godot, editor_plugin
##
## gdobj(MyTool of EditorPlugin, tool):
## method enterTree*() =
## print("MyTool initialized!")
##
## Objects can be instantiated by invoking
## `gdnew <godotnim.html#gdnew>`_ or by using
## `load <godotapi/resource_loader.html#load,string,string,bool>`_ or any other way
## that you can find in `Godot API <index.html#modules-godot-api>`_.
let typeDef = parseType(ast)
result = genType(typeDef)

View file

@ -1,957 +0,0 @@
# Copyright 2018 Xored Software, Inc.
import tables, typetraits, macros, unicode, strutils, sets, options
import gdnativeapi
import core/godotcoretypes, core/godotbase
import core/vector2, core/rect2,
core/vector3, core/transform2d,
core/planes, core/quats, core/aabb,
core/basis, core/transforms, core/colors,
core/nodepaths, core/rids, core/dictionaries,
core/arrays, core/poolarrays, core/variants
import godotinternal
## This module defines ``NimGodotObject`` and ``toVariant``/``fromVariant``
## converters for Nim types. The converters are used by
## `gdobj <godotmacros.html#gdobj.m,untyped,typed>`_ macro to import/export
## values from/to Godot (editor, GDScript).
##
## You can also allow conversion of any custom type ``MyType`` by implementing:
##
## .. code-block:: nim
## proc godotTypeInfo*(T: typedesc[MyType]): GodotTypeInfo
## proc toVariant*(self: MyType): Variant
## proc fromVariant*(self: var MyType, val: Variant): ConversionResult
##
## Implementing ``godotTypeInfo`` is optional and is necessary only if you want
## the type to be editable from the editor.
type
NimGodotObject* = ref object of RootObj
## The base type all Godot types inherit from.
## Manages lifecycle of the wrapped ``GodotObject``.
godotObject: ptr GodotObject
linkedObjectPtr: pointer
## Wrapper around native object that is the container of the Nim "script"
## This is needed for `of` checks and `as` conversions to work as
## expected. For example, Nim type may inherit from ``Spatial``, but the
## script is attached to ``Particles``. In this case conversion to
## ``Particles`` is valid, but Nim type system is not aware of that.
## This works in both directions - for linked native object this
## reference points to Nim object.
## This is stored as a raw pointer to avoid reference cycles and therefore
## improve GC performance.
isRef*: bool
isFinalized: bool
isNative: bool
ConversionResult* {.pure.} = enum
## Conversion result to return from ``fromVariant`` procedure.
OK,
TypeError,
## Type mismatch
RangeError
## Types match, but the value is out of range.
## Mainly used for numeric (ordinal) types.
SomeUnsignedInt = uint8 or uint16 or uint32 or uint64 or uint or cuint
SomeSignedInt = int8 or int16 or int32 or int64 or int or cint
SomeFloat = float32 or float64 or cfloat
SomeGodot = bool or Vector2 or Rect2 or Vector3 or
Transform2D or Plane or Quat or AABB or
Basis or Transform or Color or NodePath or
RID or GodotObject or Dictionary or Array or
PoolByteArray or PoolIntArray or PoolRealArray or
PoolStringArray or PoolVector2Array or PoolVector3Array or
PoolColorArray or GodotString
SomeGodotOrNum = SomeGodot or SomeSignedInt or SomeUnsignedInt or SomeFloat
CallError* = object of Exception
## Raised by wrappers in case of an incorrect dynamic invocation.
## For example, if incorrect number of arguments were passed or they had
## unexpected types.
err*: VariantCallError
## The error as returned by Godot
ObjectInfo = object
constructor: proc(): NimGodotObject {.gcsafe, nimcall.}
baseNativeClass: cstring
isNative: bool
isRef: bool
GodotTypeInfo* = object
## Type information provided to Godot editor
variantType*: VariantType
hint*: GodotPropertyHint
hintStr*: string
## Format depends on the type and the hint.
## For example, for Enum ``hint`` this is a comma separated list of
## values.
## See documentation of ``GodotPropertyHint`` for description of formats.
FNV1Hash = uint32
include "internal/backwardcompat.inc.nim"
proc isFinalized*(obj: NimGodotObject): bool {.inline.} =
obj.isFinalized
var classRegistry {.threadvar.}: TableRef[FNV1Hash, ObjectInfo]
var classRegistryStatic* {.compileTime.}: TableRef[FNV1Hash, ObjectInfo]
## Compile-time variable used for implementation of several procedures
## and macros
static:
classRegistryStatic = newTable[FNV1Hash, ObjectInfo]()
var nativeClasses {.compileTime.} = newSeq[string]()
var refClasses* {.compileTime.} = newSeq[string]()
template initFNV1Hash(hash: var FNV1Hash) =
hash = 0x811c9dc5'u32
template appendFNV1Hash(hash: var FNV1Hash, val: uint8) =
block:
let u64hash = hash.uint64
hash = ((
u64hash +
(u64hash shl 1'u64) +
(u64hash shl 4'u64) +
(u64hash shl 7'u64) +
(u64hash shl 8'u64) +
(u64hash shl 24'u64)) and 0xFFFFFFFF'u32).uint32 xor val
{.push stackTrace:off.}
proc lsb(c: ptr cwchar_t): char {.noinit, inline.} =
{.emit: [result, " = (char)(", c[]," & 0xFF);"]}
{.pop.}
proc fnv1Hash(godotClassName: GodotString): FNV1Hash =
var charsCount = godotClassName.len
let charsPtr = godotClassName.dataPtr
if charsCount > 2 and
charsPtr.offset(charsCount - 2).lsb == 'S' and
charsPtr.offset(charsCount - 1).lsb == 'W':
charsCount -= 2
initFNV1Hash(result)
for i in 0..<charsCount:
let c = charsPtr.offset(i).lsb
appendFNV1Hash(result, c.uint8)
proc fnv1Hash(godotClassName: string): FNV1Hash {.compileTime.} =
var charsCount = godotClassName.len
if godotClassName.endsWith("SW"):
charsCount -= 2
initFNV1Hash(result)
var i = 0
for rune in runes(godotClassName):
if i >= charsCount:
break
let firstByte = uint8(rune.uint64 and 0xFF'u64)
appendFNV1Hash(result, firstByte)
# We don't really need to calculate hash of other bytes,
# since we only use hashes of ASCII strings
inc i
proc getClassName*(o: NimGodotObject): string =
o.godotObject.getClassName()
var unreferenceMethodBind {.threadvar.}: ptr GodotMethodBind
proc unreference(o: ptr GodotObject): bool =
if isNil(unreferenceMethodBind):
unreferenceMethodBind = getMethod(cstring"Reference",
cstring"unreference")
unreferenceMethodBind.ptrCall(o, nil, addr(result))
var referenceMethodBind {.threadvar.}: ptr GodotMethodBind
proc reference(o: ptr GodotObject): bool {.discardable.} =
if isNil(referenceMethodBind):
referenceMethodBind = getMethod(cstring"Reference",
cstring"reference")
referenceMethodBind.ptrCall(o, nil, addr result)
var initRefMethodBind {.threadvar.}: ptr GodotMethodBind
proc initRef(o: ptr GodotObject): bool {.discardable.} =
if isNil(initRefMethodBind):
initRefMethodBind = getMethod(cstring"Reference",
cstring"init_ref")
initRefMethodBind.ptrCall(o, nil, addr result)
proc deinit*(obj: NimGodotObject) =
## Destroy the object. You only need to call this for objects not inherited
## from Reference, where manual lifecycle control is necessary.
assert(not obj.godotObject.isNil)
obj.godotObject.deinit()
obj.godotObject = nil
proc linkedObject(obj: NimGodotObject): NimGodotObject {.inline.} =
cast[NimGodotObject](obj.linkedObjectPtr)
proc nimGodotObjectFinalizer*[T: NimGodotObject](obj: T) =
if obj.godotObject.isNil or obj.isNative: return
# important to set it before so that ``unreference`` is aware
obj.isFinalized = true
if (obj.isRef or not obj.linkedObject.isNil and obj.linkedObject.isRef) and
obj.godotObject.unreference():
obj.deinit()
macro baseNativeType(T: typedesc): cstring =
var t = getType(getType(T)[1][1])
var baseT: string
while true:
let typeName = ($t[1][1]).split(':')[0]
if typeName in nativeClasses:
baseT = typeName
break
if typeName == "NimGodotObject":
break
t = getType(t[1][1])
if baseT.len == 0:
result = newNilLit()
else:
let rStr = newNimNode(nnkRStrLit)
rStr.strVal = baseT
result = newNimNode(nnkCallStrLit).add(ident("cstring"), rStr)
proc inherits(t: NimNode, parent: string): bool {.compileTime.} =
var curT = t
while true:
let typeName = ($curT[1][1]).split(':')[0]
if typeName == parent:
return true
if typeName == "NimGodotObject":
break
curT = getType(curT[1][1])
macro isReference(T: typedesc): bool =
result = if inherits(getType(T), "Reference"): ident("true")
else: ident("false")
macro isResource(T: typedesc): bool =
result = if inherits(getType(T), "Resource"): ident("true")
else: ident("false")
template registerClass*(T: typedesc; godotClassName: string or cstring,
native: bool) =
## Registers the specified Godot type.
## Used by ``gdobj`` macro and `godotapigen <godotapigen.html>`_.
if classRegistry.isNil:
classRegistry = newTable[FNV1Hash, ObjectInfo]()
let constructor = proc(): NimGodotObject =
var t: T
new(t, nimGodotObjectFinalizer[T])
result = t
const base = baseNativeType(T)
const isRef: bool = isReference(T)
let objInfo = ObjectInfo(
constructor: constructor,
baseNativeClass: base,
isNative: native,
isRef: isRef
)
classRegistry[fnv1Hash($godotClassName)] = objInfo
static:
let objInfoStatic = ObjectInfo(
baseNativeClass: base,
isNative: native,
isRef: isRef,
)
let nameHash = fnv1Hash($godotClassName)
if not classRegistryStatic.contains(nameHash):
classRegistryStatic[nameHash] = objInfoStatic
elif not endsWith($godotClassName, "SW"):
# For simplicity we assume that all class names must have
# different hashes
# If this exception is ever raised, I guess, we should
# implement a proper collision resolving
raise newException(Exception, "Hash collision " & $godotClassName)
when isRef:
static:
refClasses.add(T.name)
when native:
static:
nativeClasses.add(T.name)
proc newNimGodotObject[T: NimGodotObject](
godotObject: ptr GodotObject, godotClassName: GodotString, noRef: bool): T =
assert(not classRegistry.isNil)
assert(not godotObject.isNil)
let objInfo = classRegistry.getOrDefault(fnv1Hash(godotClassName))
if objInfo.constructor.isNil:
printError("Nim constructor not found for class " & $godotClassName)
else:
result = T(objInfo.constructor())
result.godotObject = godotObject
result.isRef = objInfo.isRef
if not noRef and objInfo.isRef:
result.godotObject.reference()
proc asNimGodotObject*[T: NimGodotObject](
godotObject: ptr GodotObject, forceNativeObject, noRef: bool = false): T =
## Wraps ``godotObject`` into Nim type ``T``.
## This is used by `godotapigen <godotapigen.html>`_ and should rarely be
## used by anything else.
if godotObject.isNil: return nil
let userDataPtr = godotObject.getUserData()
if not userDataPtr.isNil and not forceNativeObject:
result = cast[T](userDataPtr)
if result.godotObject != godotObject:
# Could be data from other bindings
result = nil
if result.isNil:
var classNameStr = godotObject.getClassNameRaw()
result = newNimGodotObject[T](
godotObject, classNameStr,
forceNativeObject or noRef)
deinit(classNameStr)
proc newVariant*(obj: NimGodotObject): Variant {.inline.} =
newVariant(obj.godotObject)
proc asObject*[T: NimGodotObject](v: Variant): T {.inline.} =
## Converts ``v`` to object of type ``T``.
## Returns ``nil`` if the conversion cannot be performed
## (``v``'s type is not an Object or it's an object of an incompatible type)
asNimGodotObject[T](v.asGodotObject())
proc asObject*(v: Variant, T: typedesc[NimGodotObject]): T {.inline.} =
## Converts ``v`` to object of type ``T``.
## Returns ``nil`` if the conversion cannot be performed
## (``v``'s type is not an Object or it's an object of an incompatible type)
asNimGodotObject[T](v.asGodotObject())
proc `as`*[T: NimGodotObject](obj: NimGodotObject, t: typedesc[T]): T =
## Converts the ``obj`` into the specified type.
## Returns ``nil`` if the conversion cannot be performed
## (the ``obj`` is not of the type ``T``)
##
## This can be used either in dot notation (``node.as(Button)``) or
## infix notation (``node as Button``).
if obj.isNil: return nil
if system.`of`(obj, T):
result = T(obj)
elif not obj.linkedObject.isNil and system.`of`(obj.linkedObject, T):
result = T(obj.linkedObject)
else:
result = nil
proc `of`*[T1, T2: NimGodotObject](obj: T1, t: typedesc[T2]): bool {.inline.} =
## Godot-specific inheritance check.
not obj.isNil and (system.`of`(obj, T2) or system.`of`(obj.linkedObject, T2))
proc newRStrLit(s: string): NimNode {.compileTime.} =
result = newNimNode(nnkRStrLit)
result.strVal = s
macro toGodotName(T: typedesc): untyped =
if T is GodotString or T is string:
newStrLitNode"String"
elif T is SomeFloat:
newStrLitNode"float"
elif T is SomeUnsignedInt or T is SomeSignedInt:
newStrLitNode"int"
else:
let nameStr = ((T.getType()[1][1].strVal).split(':')[0])
case nameStr:
of "File", "Directory", "Thread", "Mutex", "Semaphore":
newStrLitNode("_" & nameStr)
else:
newStrLitNode(nameStr)
macro asCString(s: static[string]): cstring =
result = newNimNode(nnkCallStrLit).add(
ident("cstring"), newRStrLit(s))
proc getSingleton*[T: NimGodotObject](): T =
## Returns singleton of type ``T``. Normally, this should not be used,
## because `godotapigen <godotapigen.html>`_ wraps singleton methods so that
## singleton objects don't have to be provided as parameters.
const godotName = asCString(toGodotName(T))
let singleton = getGodotSingleton(godotName)
if singleton.isNil:
printError("Tried to get non-existing singleton of type " & $godotName)
else:
result = asNimGodotObject[T](singleton)
var gdNativeLibraryObj: ptr GodotObject
var setClassNameMethod: ptr GodotMethodBind
var setLibraryMethod: ptr GodotMethodBind
var newMethod: ptr GodotMethodBind
type
PtrCallArgType = ptr array[MAX_ARG_COUNT, pointer]
proc newOwnObj[T: NimGodotObject](name: cstring): T =
let newNativeScript = getClassConstructor(cstring"NativeScript")()
if setClassNameMethod.isNil:
setClassNameMethod =
getMethod(cstring"NativeScript", cstring"set_class_name")
if setLibraryMethod.isNil:
setLibraryMethod =
getMethod(cstring"NativeScript", cstring"set_library")
if newMethod.isNil:
newMethod = getMethod(cstring"NativeScript", cstring"new")
var godotStrName = name.toGodotString()
var argPtr: pointer = addr godotStrName
setClassNameMethod.ptrCall(
newNativeScript, cast[PtrCallArgType](addr argPtr), nil)
deinit(godotStrName)
setLibraryMethod.ptrCall(
newNativeScript, cast[PtrCallArgType](addr gdNativeLibraryObj), nil)
var err: VariantCallError
var ret = newMethod.call(newNativeScript, nil, 0, err)
if err.error != VariantCallErrorType.OK:
printError("Failed to invoke 'new' on NativeScript for " & $name)
elif ret.getType() != VariantType.Object:
printError("Expected that NativeScript::new returns Object, " &
"but it returned: " & $ret.getType())
else:
result = asNimGodotObject[T](ret.asGodotObject())
if result.isRef:
result.isFinalized = true
result.godotObject.reference()
result.isFinalized = false
ret.deinit()
proc gdnew*[T: NimGodotObject](): T =
## Instantiates new object of type ``T``.
const godotName = toGodotName(T)
const cGodotName = asCString(godotName)
const objInfo = classRegistryStatic[fnv1Hash(godotName)]
when objInfo.isNative:
let godotObject = getClassConstructor(cGodotName)()
new(result, nimGodotObjectFinalizer[T])
result.godotObject = godotObject
when objInfo.isRef:
godotObject.initRef()
result.isRef = true
else:
result = newOwnObj[T](cGodotName)
proc newCallError*(err: VariantCallError): ref CallError =
## Instantiates ``CallError`` from Godot ``err``.
let msg = case err.error:
of VariantCallErrorType.OK,
VariantCallErrorType.InvalidMethod,
VariantCallErrorType.TooManyArguments,
VariantCallErrorType.TooFewArguments,
VariantCallErrorType.InstanceIsNull:
$err.error
of VariantCallErrorType.InvalidArgument:
"invalid argument at position " & $err.argument & ": expected " &
$err.expected
result = newException(CallError, msg)
result.err = err
proc newConversionError*(err: ConversionResult): ref ValueError =
## Instantiates error raised by `godotapigen <godotapigen.html>`_
## generated code in case of a conversion error.
let msg = case err:
of ConversionResult.TypeError:
"Failed to convert the return value into Nim type"
of ConversionResult.RangeError:
"The returned value was out of bounds"
of ConversionResult.OK:
"OK"
result = newException(ValueError, msg)
proc setGodotObject*(nimObj: NimGodotObject, obj: ptr GodotObject) {.inline.} =
## Used from Godot constructor produced by ``gdobj`` macro. Do not call.
assert(not obj.isNil)
assert(nimObj.godotObject.isNil) # reassignment is not allowed
nimObj.godotObject = obj
proc setNativeObject*(nimObj: NimGodotObject,
nativeObj: NimGodotObject) {.inline.} =
## Used from Godot constructor produced by ``gdobj`` macro. Do not call.
GC_ref(nativeObj)
nimObj.linkedObjectPtr = cast[pointer](nativeObj)
nativeObj.linkedObjectPtr = cast[pointer](nimObj)
nativeObj.isNative = true
proc removeGodotObject*(nimObj: NimGodotObject) {.inline.} =
## Used from Godot destructor produced by ``gdobj`` macro. Do not call.
GC_unref(nimObj.linkedObject)
nimObj.godotObject = nil
nimObj.linkedObject.godotObject = nil
nimObj.linkedObjectPtr = nil
proc `==`*(self, other: NimGodotObject): bool {.inline.} =
## Compares objects by referential equality.
if self.isNil and other.isNil: return true
if self.isNil != other.isNil: return false
result = (self.godotObject == other.godotObject)
proc godotObject*(nimObj: NimGodotObject): ptr GodotObject {.inline.} =
## Returns raw poitner to ``GodotObject``. Use only if you know what
## you are doing.
nimObj.godotObject
proc godotTypeInfo*(T: typedesc[NimGodotObject]): GodotTypeInfo {.inline.} =
GodotTypeInfo(
variantType: VariantType.Object,
hint: when isResource(T): GodotPropertyHint.ResourceType
else: GodotPropertyHint.None,
hintStr: toGodotName(T)
)
proc toVariant*(self: NimGodotObject): Variant {.inline.} =
if self.isNil:
newVariant()
else:
newVariant(self.godotObject)
proc fromVariant*[T: NimGodotObject](self: var T,
val: Variant): ConversionResult =
if val.getType() == VariantType.Object:
let objPtr = val.asGodotObject()
self = asNimGodotObject[T](objPtr)
if self.isNil:
result = ConversionResult.TypeError
elif val.getType() == VariantType.Nil:
self = nil
else:
result = ConversionResult.TypeError
proc toVariant*(self: Variant): Variant {.inline.} =
if self.isNil:
newVariant()
else:
newVariant(self)
proc fromVariant*(self: var Variant,
val: Variant): ConversionResult {.inline.} =
self = newVariant(val)
proc godotTypeInfo*(T: typedesc[SomeGodotOrNum]): GodotTypeInfo {.inline.} =
result.variantType =
when T is SomeSignedInt or T is SomeUnsignedInt:
VariantType.Int
elif T is bool:
VariantType.Bool
elif T is SomeFloat:
VariantType.Real
elif T is string or T is GodotString:
VariantType.String
elif T is Vector2:
VariantType.Vector2
elif T is Rect2:
VariantType.Rect2
elif T is Vector3:
VariantType.Vector3
elif T is Transform2D:
VariantType.Transform2D
elif T is Plane:
VariantType.Plane
elif T is Quat:
VariantType.Quat
elif T is AABB:
VariantType.AABB
elif T is Basis:
VariantType.Basis
elif T is Transform:
VariantType.Transform
elif T is Color:
VariantType.Color
elif T is RID:
VariantType.RID
elif T is ptr GodotObject:
VariantType.Object
elif T is NodePath:
VariantType.NodePath
elif T is Dictionary:
VariantType.Dictionary
elif T is Array:
VariantType.Array
elif T is PoolByteArray:
VariantType.PoolByteArray
elif T is PoolIntArray:
VariantType.PoolIntArray
elif T is PoolRealArray:
VariantType.PoolRealArray
elif T is PoolStringArray:
VariantType.PoolStringArray
elif T is PoolVector2Array:
VariantType.PoolVector2Array
elif T is PoolVector3Array:
VariantType.PoolVector3Array
elif T is PoolColorArray:
VariantType.PoolColorArray
else:
VariantType.Nil
proc godotTypeInfo*(T: typedesc[range]): VariantType {.inline.} =
GodotTypeInfo(
variantType: VariantType.Int,
hint: GodotPropertyHint.Range,
hintStr: $low(T) & "," & $high(T) & ",1"
)
proc toVariant*[T: SomeGodotOrNum](val: T): Variant {.inline.} =
when val is ref:
if val.isNil:
newVariant()
else:
newVariant(val)
else:
newVariant(val)
proc fromVariant*[T: SomeSignedInt or SomeUnsignedInt](
self: var T, val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
self = 0
elif val.getType() == VariantType.Int or val.getType() == VariantType.Real:
# Real is allowed, because that's what the editor sets for Int values
var intVal: (when T is SomeSignedInt: int64
else: uint64)
intVal = when T is SomeSignedInt: val.asInt()
else: val.asUint()
const highT = when T is SomeSignedInt: high(T).int64
else: high(T).uint64
const lowT = when T is SomeSignedInt: low(T).int64
else: low(T).uint64
if intVal > highT or intVal < lowT:
result = ConversionResult.RangeError
else:
self = T(intVal)
else:
result = ConversionResult.TypeError
proc godotTypeInfo*(T: typedesc[enum]): GodotTypeInfo =
result = GodotTypeInfo(
variantType: VariantType.Int,
hint: GodotPropertyHint.Enum,
hintStr: ""
)
for val in T:
if result.hintStr.len > 0:
result.hintStr.add(',')
result.hintStr.add($val)
proc toVariant*[T: enum](self: T): Variant {.inline.} =
newVariant(int64(ord(self)))
proc fromVariant*[T: enum](self: var T,
val: Variant): ConversionResult {.inline.} =
var intConv: int64
result = fromVariant(intConv, val)
if result == ConversionResult.OK:
self = T(intConv)
proc fromVariant*[T: SomeFloat](self: var T, val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
self = 0
elif val.getType() == VariantType.Real or val.getType() == VariantType.Int:
self = T(val.asReal())
else:
result = ConversionResult.TypeError
proc fromVariant*[T: SomeGodot](self: var T, val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
return
const typeInfo = godotTypeInfo(T)
if typeInfo.variantType != val.getType():
return ConversionResult.TypeError
when self is bool:
self = val.asBool()
elif self is Vector2:
self = val.asVector2()
elif self is Rect2:
self = val.asRect2()
elif self is Vector3:
self = val.asVector3()
elif self is Transform2D:
self = val.asTransform2D()
elif self is Plane:
self = val.asPlane()
elif self is Quat:
self = val.asQuat()
elif self is AABB:
self = val.asAABB()
elif self is Basis:
self = val.asBasis()
elif self is Transform:
self = val.asTransform()
elif self is Color:
self = val.asColor()
elif self is NodePath:
self = val.asNodePath()
elif self is RID:
self = val.asRID()
elif self is ptr GodotObject:
self = val.asObject()
elif self is Dictionary:
self = val.asDictionary()
elif self is Array:
self = val.asArray()
elif self is PoolByteArray:
self = val.asPoolByteArray()
elif self is PoolIntArray:
self = val.asPoolIntArray()
elif self is PoolRealArray:
self = val.asPoolRealArray()
elif self is PoolStringArray:
self = val.asPoolStringArray()
elif self is PoolVector2Array:
self = val.asPoolVector2Array()
elif self is PoolVector3Array:
self = val.asPoolVector3Array()
elif self is PoolColorArray:
self = val.asPoolColorArray()
elif self is GodotString:
self = val.asGodotString()
else:
# mustn't reach this
result = ConversionError.TypeError
proc godotTypeInfo*(T: typedesc[string]): GodotTypeInfo {.inline.} =
result.variantType = VariantType.String
proc toVariant*(s: string): Variant {.inline.} =
newVariant(s)
proc fromVariant*(s: var string, val: Variant): ConversionResult =
if val.getType() == VariantType.String:
s = val.asString()
elif val.getType() == VariantType.Nil:
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
s = nil
else:
s = ""
else:
result = ConversionResult.TypeError
template arrTypeInfo(T) =
result.variantType = VariantType.Array
mixin godotTypeInfo
type ItemT = type((
block:
var s: T;
when T is seq: s[0] else: s[low(s)]))
when compiles(godotTypeInfo(ItemT)):
let itemTypeInfo = godotTypeInfo(ItemT)
result.hintStr = $ord(itemTypeInfo.variantType)
result.hintStr.add('/')
result.hintStr.add($ord(itemTypeInfo.hint))
result.hintStr.add(':')
if not itemTypeInfo.hintStr.isNil:
result.hintStr.add(itemTypeInfo.hintStr)
proc godotTypeInfo*(T: typedesc[seq]): GodotTypeInfo =
arrTypeInfo(T)
proc godotTypeInfo*(T: typedesc[array]): GodotTypeInfo =
arrTypeInfo(T)
template arrayToVariant(s: untyped): Variant =
var arr = newArray()
mixin toVariant
for item in s:
arr.add(toVariant(item))
newVariant(arr)
proc toVariant*[T](s: seq[T]): Variant =
if s.isNil:
return newVariant()
result = arrayToVariant(s)
proc toVariant*[I, T](s: array[I, T]): Variant =
result = arrayToVariant(s)
proc fromVariant*[T](s: var seq[T], val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
s = nil
elif val.getType() == VariantType.Array:
let arr = val.asArray()
var newS = newSeq[T](arr.len)
for idx, item in arr:
mixin fromVariant
let convResult = fromVariant(newS[idx], item)
if convResult != ConversionResult.OK:
return convResult
shallowCopy(s, newS)
else:
result = ConversionResult.TypeError
proc fromVariant*[T: array](s: var T, val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
discard
elif val.getType() == VariantType.Array:
let arr = val.asArray()
if s.len != arr.len:
return ConversionResult.TypeError
var nimIdx = low(s) # may not start from 0 and may even be an enum
for item in arr:
mixin fromVariant
let convResult = fromVariant(s[nimIdx], item)
if convResult != ConversionResult.OK:
return convResult
if nimIdx != high(s):
inc nimIdx
else:
result = ConversionResult.TypeError
proc godotTypeInfo*[T](OptT: typedesc[Option[T]]): GodotTypeInfo =
when compiles(godotTypeInfo(T)):
result.variantType = godotTypeInfo(T)
else:
result.variantType = VariantType.Nil
proc toVariant*[T](option: Option[T]): Variant =
if option.isSome():
result = toVariant(option.unsafeGet())
else:
result = newVariant()
proc fromVariant*[T](option: var Option[T], val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
option = none(T)
else:
var v: T
result = fromVariant(v, val)
if result == ConversionResult.OK:
option = some(result)
proc godotTypeInfo*(T: typedesc[Table|TableRef|OrderedTable|OrderedTableRef]): GodotTypeInfo {.inline.} =
result.variantType = VariantType.Dictionary
proc toVariant*[T: Table or TableRef or OrderedTable or OrderedTableRef](t: T): Variant =
when t is ref:
if t.isNil:
return newVariant()
var dict = newDictionary()
mixin toVariant
for k, v in t.pairs():
dict[toVariant(k)] = toVariant(v)
result = newVariant(dict)
proc fromVariant*[T: Table or TableRef or OrderedTable or OrderedTableRef](t: var T,
val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
when t is ref:
t = nil
elif val.getType() == VariantType.Dictionary:
let dict = val.asDictionary()
mixin fromVariant
when t is Table:
t = initTable[type(t.keys()), type(t.values())]()
elif t is TableRef:
t = newTable[type(t.keys()), type(t.values())]()
elif t is OrderedTable:
t = initOrderedTable[type(t.keys()), type(t.values())]()
else:
t = newOrderedTable[type(t.keys()), type(t.values())]()
for k, v in dict:
var nimKey: type(t.keys())
var nimVal: type(t.values())
let keyResult = fromVariant(nimKey, k)
if keyResult != ConversionResult.OK:
when t is ref:
t = nil
return keyResult
let valResult = fromVariant(nimVal, v)
if valResult != ConversionResult.OK:
when t is ref:
t = nil
return valResult
t[nimKey] = nimVal
else:
result = ConversionResult.TypeError
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """/*TYPESECTION*/
N_LIB_EXPORT N_CDECL(void, NimMain)(void);
N_NOINLINE(void, setStackBottom)(void* thestackbottom);
""".}
var nativeLibHandle: pointer
proc getNativeLibHandle*(): pointer =
## Returns NativeScript library handle used to register type information
## in Godot.
return nativeLibHandle
proc godot_nativescript_init(handle: pointer) {.
cdecl, exportc, dynlib.} =
nativeLibHandle = handle
var stackBottom {.volatile.}: pointer
stackBottom = addr(stackBottom)
{.emit: """
NimMain();
""".}
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """
setStackBottom((void*)(&`stackBottom`));
""".}
else:
nimGC_setStackBottom(stackBottom)
GC_fullCollect()
GC_disable()
proc godot_gdnative_init(options: ptr GDNativeInitOptions) {.
cdecl, exportc, dynlib.} =
gdNativeLibraryObj = options.gdNativeLibrary
setGDNativeAPI(options.gdNativeAPIStruct, options)
proc godot_gdnative_terminate(options: ptr GDNativeTerminateOptions) {.
cdecl, exportc, dynlib.} =
if not options[].inEditor or not compileOption("threads"):
deallocHeap(runFinalizers = not options[].inEditor, allowGcAfterwards = false)
const nimGcStepLengthUs {.intdefine.} = 2000
var idleCallbacks {.threadvar.}: seq[proc () {.closure.}]
idleCallbacks = newSeq[proc () {.closure.}]()
var isMainThread {.threadvar.}: bool
isMainThread = true
proc registerFrameCallback*(cb: proc () {.closure.}) =
# Registers a callback to be called on the main thread at the end
# of each frame.
if not isMainThread:
const err = cstring"registerFrameIdleCallback is called from non-main thread. Ignoring."
godotPrintError(err, cstring"registerFrameCallback",
cstring"godotnim.nim", 0)
else:
idleCallbacks.add(cb)
{.push stackTrace: off.}
proc godot_nativescript_frame() {.cdecl, exportc, dynlib.} =
var stackBottom {.volatile.}: pointer
stackBottom = addr(stackBottom)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """
setStackBottom((void*)(&`stackBottom`));
""".}
else:
nimGC_setStackBottom(stackBottom)
for cb in idleCallbacks:
cb()
GC_step(nimGcStepLengthUs, true, 0)
when not defined(release):
onUnhandledException = proc(errorMsg: string) =
printError("Unhandled Nim exception: " & errorMsg)
proc godot_nativescript_thread_enter() {.cdecl, exportc, dynlib.} =
when compileOption("threads"):
setupForeignThreadGc()
else:
const err = cstring"A foreign thread is created, but app is compiled without --threads:on. Bad things will happen if Nim code is invoked from this thread. If you see this warning when running the editor and you don't actually use threads, ignore it."
var s = err.toGodotString()
godotPrint(s)
s.deinit()
proc godot_nativescript_thread_exit() {.cdecl, exportc, dynlib.} =
when compileOption("threads"):
teardownForeignThreadGc()
{.pop.} # stackTrace: off

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@ -1,2 +0,0 @@
--path:"$projectdir/../"
-d:useRealtimeGc

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@ -1,5 +0,0 @@
doc.item.seesrc = """&nbsp;&nbsp;<a
href="${url}/tree/${commit}/${path}#L${line}"
class="link-seesrc" target="_blank">Source</a>
<a href="${url}/edit/master/${path}#L${line}" class="link-seesrc" target="_blank" >Edit</a>
"""

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@ -0,0 +1,7 @@
<html>
<head><title>godot-nim docs index</title></head>
<body>
<h1>Documentation of Nim bindings for Godot Engine (<a href="https://github.com/pragmagic/godot-nim">GitHub</a>)</h1><br/>
<a href='master/index.html'>master</a><br/><a href='v0.5.0/index.html'>v0.5.0</a><br/><a href='v0.5.1/index.html'>v0.5.1</a><br/><a href='v0.5.2/index.html'>v0.5.2</a><br/><a href='v0.5.3/index.html'>v0.5.3</a><br/><a href='v0.5.4/index.html'>v0.5.4</a><br/><a href='v0.5.5/index.html'>v0.5.5</a><br/><a href='v0.7.2/index.html'>v0.7.2</a><br/><a href='v0.7.4/index.html'>v0.7.4</a><br/><a href='v0.7.5/index.html'>v0.7.5</a><br/><a href='v0.7.6/index.html'>v0.7.6</a><br/><a href='v0.7.8/index.html'>v0.7.8</a><br/>
</body>
</html>

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