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.gitignore vendored
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@ -1,14 +1,4 @@
nimcache/
.DS_Store
/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

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@ -6,10 +6,10 @@
"files.eol": "\n",
"files.trimTrailingWhitespace": true,
"nim.project": ["godot/godot.nim",
"godot/godotapigen.nim"],
"godot/apigen/apigen.nim"],
"nim.buildOnSave": false,
"nim.lintOnSave": true,
"nim.licenseString": "# Copyright 2018 Xored Software, Inc.\n\n",
"nim.licenseString": "# Copyright 2017 Xored Software, Inc.\n\n",
"files.exclude": {
"**/nimcache/**": true
}

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@ -2,7 +2,7 @@ godot-nim - Nim bindings for Godot Engine
The MIT License
Copyright (c) 2018 Xored Software Inc.
Copyright (c) 2017 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,

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@ -1,8 +1,8 @@
# Nim bindings for Godot Engine
Nim bindings for Godot 3 based on [GDNative](https://godotengine.org/article/dlscript-here).
Nim bindings for Godot 3.0 based on [GDNative](https://godotengine.org/article/dlscript-here).
Documentation: https://pragmagic.github.io/godot-nim/
Documentation is coming. You can learn from the [sample project](examples/simple) in the meantime.
## Links
@ -13,4 +13,4 @@ Documentation: https://pragmagic.github.io/godot-nim/
This project is licensed under the MIT license. Read [LICENSE](LICENSE) file for details.
Copyright (c) 2018 Xored Software, Inc.
Copyright (c) 2017 Xored Software, Inc.

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@ -1,161 +0,0 @@
# 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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@ -1,97 +0,0 @@
# 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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@ -1,12 +0,0 @@
===============
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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@ -1,173 +0,0 @@
=============================
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

5
examples/simple/.gitignore vendored Normal file
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@ -0,0 +1,5 @@
/project/.import
/project/_dlls
/nakefile
/godotapi
nimcache

12
examples/simple/README.md Normal file
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@ -0,0 +1,12 @@
Simple project just to demonstrate usage of the library.
Prerequisites:
1. Install [nake](https://github.com/fowlmouth/nake): `nimble install nake -n`.
2. Ensure `~/.nimble/bin` is in your PATH.
3. Set `GODOT_BIN` environment varible to point to Godot executable (currently requires Godot fork - see below).
4. Install godot-nim: `nimble install https://github.com/pragmagic/godot-nim.git` (needed for nakefile)
Run `nake build` in this directory to compile for the current platform.
**NOTE:** Currently this only works with `kingdom` branch of Godot fork: https://github.com/endragor/godot. However, there are pending PRs to make this work with Godot mainline version.

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@ -0,0 +1,43 @@
# Copyright 2017 Xored Software, Inc.
import nake
import os, ospaths, times
import apigen.apigen
proc cmdParams(): string =
let params = commandLineParams()
assert(params.len > 0)
result = params[1..<params.len].join(" ")
proc genGodotApi() =
let godotBin = getEnv("GODOT_BIN")
if godotBin.isNil or godotBin.len == 0:
echo "GODOT_BIN environment variable is not set"
quit(-1)
if not fileExists(godotBin):
echo "Invalid GODOT_BIN path: " & godotBin
quit(-1)
const targetDir = "godotapi"
createDir(targetDir)
const jsonFile = "godotapi"/"api.json"
if not fileExists(jsonFile) or
godotBin.getLastModificationTime() > jsonFile.getLastModificationTime():
direShell(godotBin, "--gdnative-generate-json-api", jsonFile)
if not fileExists(jsonFile):
echo "Failed to generate api.json"
quit(-1)
genApi(targetDir, jsonFile)
task "build", "Builds the client for the current platform":
genGodotApi()
withDir "src":
direShell("nimble", "make")
task "clean", "Remove files produced by build":
removeDir("nimcache")
removeDir("src"/"nimcache")
removeDir("godotapi")
removeDir("project"/"_dlls")
removeFile("nakefile")

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
ground_energy = 1.0
sun_color = Color( 1, 1, 1, 1 )
sun_latitude = 35.0
sun_longitude = 0.0
sun_angle_min = 1.0
sun_angle_max = 100.0
sun_curve = 0.05
sun_energy = 16.0
texture_size = 2
[resource]
background_mode = 2
background_sky = SubResource( 1 )
background_sky_scale = 1.0
background_color = Color( 0, 0, 0, 1 )
background_energy = 1.0
background_canvas_max_layer = 0
ambient_light_color = Color( 0, 0, 0, 1 )
ambient_light_energy = 1.0
ambient_light_sky_contribution = 0.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
fog_sun_amount = 0.0
fog_depth_enabled = true
fog_depth_begin = 10.0
fog_depth_curve = 1.0
fog_transmit_enabled = false
fog_transmit_curve = 1.0
fog_height_enabled = false
fog_height_min = 0.0
fog_height_max = 100.0
fog_height_curve = 1.0
tonemap_mode = 0
tonemap_exposure = 1.0
tonemap_white = 1.0
auto_exposure_enabled = false
auto_exposure_scale = 0.4
auto_exposure_min_luma = 0.05
auto_exposure_max_luma = 8.0
auto_exposure_speed = 0.5
ss_reflections_enabled = false
ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
ss_reflections_fade_out = 2.0
ss_reflections_depth_tolerance = 0.2
ss_reflections_roughness = true
ssao_enabled = false
ssao_radius = 1.0
ssao_intensity = 1.0
ssao_radius2 = 0.0
ssao_intensity2 = 1.0
ssao_bias = 0.01
ssao_light_affect = 0.0
ssao_color = Color( 0, 0, 0, 1 )
ssao_blur = true
dof_blur_far_enabled = false
dof_blur_far_distance = 10.0
dof_blur_far_transition = 5.0
dof_blur_far_amount = 0.1
dof_blur_far_quality = 1
dof_blur_near_enabled = false
dof_blur_near_distance = 2.0
dof_blur_near_transition = 1.0
dof_blur_near_amount = 0.1
dof_blur_near_quality = 1
glow_enabled = false
glow_levels/1 = false
glow_levels/2 = false
glow_levels/3 = true
glow_levels/4 = false
glow_levels/5 = true
glow_levels/6 = false
glow_levels/7 = false
glow_intensity = 0.8
glow_strength = 1.0
glow_bloom = 0.0
glow_blend_mode = 2
glow_hdr_threshold = 1.0
glow_hdr_scale = 2.0
glow_bicubic_upscale = false
adjustment_enabled = false
adjustment_brightness = 1.0
adjustment_contrast = 1.0
adjustment_saturation = 1.0

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@ -0,0 +1,5 @@
[gd_resource type="DynamicFontData" format=2]
[resource]
font_path = "res://fonts/Roboto/ttf/Roboto-Regular.ttf"

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@ -0,0 +1,202 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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See the License for the specific language governing permissions and
limitations under the License.

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://fonts/Roboto/RobotoRegular.tres" type="DynamicFontData" id=1]
[ext_resource path="res://scripts/FPSCounter.gdns" type="Script" id=2]
[sub_resource type="DynamicFont" id=1]
size = 40
use_mipmaps = false
use_filter = false
font_data = ExtResource( 1 )
_sections_unfolded = [ "Extra Spacing", "Font", "Settings" ]
[node name="Label" type="Label"]
anchor_left = 1
anchor_right = 1
margin_top = 10.0
margin_right = 10.0
grow_horizontal = 0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "FPS: 9000"
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
script = ExtResource( 2 )
_sections_unfolded = [ "Anchor", "Grow Direction", "Margin", "custom_colors", "custom_fonts" ]

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

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@ -0,0 +1,23 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
stream=false
size_limit=0
detect_3d=true

View file

@ -0,0 +1,50 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://scripts/MainPanel.gdns" type="Script" id=1]
[ext_resource path="res://fonts/Roboto/RobotoRegular.tres" type="DynamicFontData" id=2]
[ext_resource path="res://fps_counter.tscn" type="PackedScene" id=3]
[sub_resource type="DynamicFont" id=1]
size = 80
use_mipmaps = false
use_filter = false
font_data = ExtResource( 2 )
_sections_unfolded = [ "Font", "Settings" ]
[node name="Panel" type="Panel"]
anchor_right = 1
anchor_bottom = 1
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
size_flags_horizontal = 1
size_flags_vertical = 1
script = ExtResource( 1 )
_sections_unfolded = [ "Anchor", "Margin" ]
[node name="Label" type="Label" parent="."]
anchor_right = 1
anchor_bottom = 1
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 2
size_flags_horizontal = 1
size_flags_vertical = 4
custom_fonts/font = SubResource( 1 )
text = "Click me to load scene"
align = 1
valign = 1
percent_visible = 1.0
lines_skipped = 0
max_lines_visible = -1
_sections_unfolded = [ "Anchor", "Margin", "custom_fonts" ]
[node name="FPS" parent="." instance=ExtResource( 3 )]
margin_left = 189.0
margin_bottom = 58.0

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[gd_resource type="GDNativeLibrary" format=2]
[resource]
platform/X11_32bit = "res://_dlls/nim_linux_32.so"
platform/X11_64bit = "res://_dlls/nim_linux_64.so"
platform/Windows_32bit = "res://_dlls/nim_32.dll"
platform/Windows_64bit = "res://_dlls/nim_64.dll"
platform/OSX = "res://_dlls/nim_mac.dylib"
platform/Android = "res://_dlls/nim_android.so"
platform/iOS = "res://_dlls/nim_ios.dylib"
platform/WebAssembly = ""

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config_version=3
[application]
config/name="Simple Sample"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
[autoload]
NimRuntime="*res://scripts/NimRuntime.gdns"
[rendering]
environment/default_environment="res://default_env.tres"

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[gd_scene load_steps=3 format=2]
[ext_resource path="res://fps_counter.tscn" type="PackedScene" id=1]
[sub_resource type="CapsuleMesh" id=1]
radius = 1.0
mid_height = 1.0
radial_segments = 64
rings = 8
[node name="Node" type="Node"]
[node name="MeshInstance" type="MeshInstance" parent="."]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
visible_in_all_rooms = false
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = null
_sections_unfolded = [ "Geometry", "material" ]
[node name="Label" parent="." instance=ExtResource( 1 )]
[node name="Camera" type="Camera" parent="."]
transform = Transform( 0.930689, 0.16529, -0.326338, 0, 0.892097, 0.451845, 0.365811, -0.420527, 0.830265, -0.972205, 1.19673, 2.59579 )
projection = 0
fov = 65.0
near = 0.1
far = 100.0
keep_aspect = 1
current = true
cull_mask = 1048575
environment = null
h_offset = 0.0
v_offset = 0.0
doppler/tracking = 0

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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "FPSCounter"
library = ExtResource( 1 )
class_name = "FPSCounter"

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@ -0,0 +1,9 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "MainPanel"
library = ExtResource( 1 )
class_name = "MainPanel"

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@ -0,0 +1,9 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://nimlib.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "NimRuntime"
library = ExtResource( 1 )
class_name = "NimRuntime"

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@ -0,0 +1,43 @@
import ospaths
switch("nimcache", "nimcache"/hostOS/hostCPU)
when defined(macosx):
switch("passL", "-framework Cocoa -Wl,-undefined,dynamic_lookup")
elif defined(android):
let ndk = getEnv("ANDROID_NDK_ROOT")
let toolchain = getEnv("ANDROID_TOOLCHAIN")
if ndk.len == 0:
raise newException(OSError,
"ANDROID_NDK_ROOT environment variable is necessary for android build")
if toolchain.len == 0:
raise newException(OSError,
"ANDROID_TOOLCHAIN environment variable is necessary for android build")
const level = $16 # change this to the necessary API level
const arch = "arm"
let sysroot = "--sysroot=\"" & ndk & "/platforms/android-" & level & "/arch-" & arch & "/\""
switch("passL", sysroot)
switch("passC", sysroot)
switch("cc", "clang")
switch("arm.linux.clang.path", toolchain / "bin")
switch("arm.linux.clang.exe", arch & "-linux-androideabi-clang")
switch("arm.linux.clang.compilerexe", arch & "-linux-androideabi-clang")
switch("arm.linux.clang.linkerexe", arch & "-linux-androideabi-clang")
elif defined(windows):
assert(sizeof(int) == 8)
switch("cc", "vcc")
let godotLib = getEnv("GODOT_LIB")
if godotLib.len == 0:
raise newException(OSError,
"GODOT_LIB must be specified and point to the .lib file")
switch("clib", godotLib.changeFileExt(""))
elif defined(linux):
switch("passC", "-fPIC")
else:
raise newException(OSError, "Unsupported platform: " & hostOS)
when not defined(release):
switch("debugger", "native")

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@ -0,0 +1,17 @@
# Copyright 2017 Xored Software, Inc.
import strutils
import godot
import engine, label, resource_loader, packed_scene
gdobj FPSCounter of Label:
var lastFPS: float32
method ready*() =
setProcess(true)
method process*(delta: float64) =
let fps = getFramesPerSecond()
if int(fps * 10) != int(lastFPS * 10):
lastFPS = fps
self.text = "FPS: " & formatFloat(fps, ffDecimal, 1)

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@ -0,0 +1,18 @@
# Copyright 2017 Xored Software, Inc.
import godot
import scene_tree, resource_loader, packed_scene, panel, global_constants,
input_event_mouse_button
gdobj MainPanel of Panel:
method ready*() =
setProcessInput(true)
method input*(event: InputEvent) =
if event of InputEventMouseButton:
let ev = event as InputEventMouseButton
if ev.buttonIndex == BUTTON_LEFT:
getTree().setInputAsHandled()
let scene = load("res://scene.tscn") as PackedScene
getTree().getRoot().addChild(scene.instance())
queueFree()

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@ -0,0 +1,8 @@
--path:"$projectdir"
--path:"$projectdir/../godotapi"
--experimental
--app:lib
--stackTrace:on
-d:useRealtimeGc
--noMain
--warning[LockLevel]:off

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# Copyright 2017 Xored Software, Inc.
## Import independent scene objects here
## (no need to import everything, just independent roots)
when not defined(release):
import segfaults # converts segfaults into NilAccessError
import nimruntime
import fpscounter
import mainpanel

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@ -0,0 +1,34 @@
version = "0.1.0"
author = "Xored Software, Inc."
description = "Simple Sample"
license = "MIT"
bin = @["simple"]
requires "https://github.com/pragmagic/godot-nim.git >= 0.3.0 & < 0.4.0"
task make, "build":
const archPostfix = when sizeof(int) == 8: "_64" else: "_32"
const libFile =
when defined(windows):
"nim" & archPostfix & ".dll"
elif defined(ios):
"nim_ios.dylib"
elif defined(macosx):
"nim_mac.dylib"
elif defined(android):
"nim_android.so"
elif defined(linux):
"nim_linux" & archPostfix & ".so"
else: nil
if libFile.isNil:
raise newException(OSError, "Unsupported platform")
exec "nimble build -y"
const dir = "../project/_dlls/"
const target = dir & libFile
mkDir(dir)
when defined(windows):
rmFile(target)
mvFile(bin[0] & ".exe", target)
else:
mvFile(bin[0], target)

View file

@ -1,7 +1,7 @@
version = "0.8.2"
version = "0.3.0"
author = "Xored Software, Inc."
description = "Godot Engine bindings"
license = "MIT"
srcDir = "godot"
requires "nim >= 0.17.3", "compiler >= 0.17.3"
requires "nim >= 0.17.0", "compiler >= 0.17.0"

875
godot/apigen/apigen.nim Normal file
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@ -0,0 +1,875 @@
# Copyright 2017 Xored Software, Inc.
import streams, json, ospaths, strutils, times, sets, tables
import sequtils, algorithm
import compiler / [ast, renderer, idents, astalgo]
proc ident(ident: string): PNode =
result = newNode(nkIdent)
result.ident = getIdent(ident)
proc addChain(node: PNode, others: varargs[PNode]): PNode {.discardable.} =
for other in others:
node.add(other)
result = node
proc newIdentDefs(name, typ: PNode,
defaultVal: PNode = nil): PNode =
result = newNode(nkIdentDefs)
result.add(name)
result.add(typ)
if defaultVal.isNil:
result.add(newNode(nkEmpty))
else:
result.add(defaultVal)
proc newProc(name: PNode, params: openArray[PNode], body = newNode(nkEmpty),
procType = nkProcDef): PNode =
result = newNode(procType)
result.add(name)
result.add(newNode(nkEmpty))
result.add(newNode(nkEmpty))
let formalParams = newNode(nkFormalParams)
for param in params:
formalParams.add(param)
result.add(formalParams)
result.add(newNode(nkEmpty))
result.add(newNode(nkEmpty))
result.add(body)
proc newIfStmt(condition, body: PNode): PNode =
result = newNode(nkIfStmt)
let branch = newNode(nkElifBranch)
result.add(branch)
branch.add(condition)
branch.add(body)
proc newCall(theProc: PNode, args: varargs[PNode]): PNode =
result = newNode(nkCall)
result.add(theProc)
for arg in args:
result.add(arg)
proc newCall(theProc: string, args: varargs[PNode]): PNode =
newCall(ident(theProc), args)
proc newStrLit(s: string): PNode =
result = newNode(nkStrLit)
result.strVal = s
proc newRStrLit(s: string): PNode =
result = newNode(nkRStrLit)
result.strVal = s
proc newCStringLit(s: string): PNode =
newNode(nkCallStrLit).addChain(ident("cstring"), newRStrLit(s))
proc newIntLit(val: BiggestInt): PNode =
result = newNode(nkIntLit)
result.intVal = val
proc newInt64Lit(val: BiggestInt): PNode =
result = newNode(nkInt64Lit)
result.intVal = val
proc newFloatLit(val: BiggestFloat): PNode =
result = newNode(nkFloatLit)
result.floatVal = val
proc newFloat64Lit(val: BiggestFloat): PNode =
result = newNode(nkFloat64Lit)
result.floatVal = val
proc newNilLit(): PNode =
result = newNode(nkNilLit)
proc newDotExpr(left, right: PNode): PNode =
result = newNode(nkDotExpr)
result.add(left)
result.add(right)
proc newCommand(left, right: PNode): PNode =
result = newNode(nkCommand)
result.add(left)
result.add(right)
proc newInfix(left, op, right: PNode): PNode =
result = newNode(nkInfix)
result.add(op)
result.add(left)
result.add(right)
proc postfix(left: PNode, op: string): PNode =
result = newNode(nkPostfix)
result.add(ident(op))
result.add(left)
proc newBracketExpr(first, bracket: PNode): PNode =
newNode(nkBracketExpr).addChain(first, bracket)
proc newEmptyNode(): PNode =
newNode(nkEmpty)
type GodotType = ref object
name: string
godotName: string
baseName: string
doc: string
derivedCount: int
isSingleton: bool
jsonNode: JsonNode
proc findCommonRoot(typeRegistry: Table[string, GodotType],
types: seq[string]): string =
if types.len == 0: return "Object"
var chains = newSeq[seq[string]](types.len)
for idx, typ in types:
chains[idx] = newSeq[string]()
chains[idx].add(typ)
var curTyp = typeRegistry[typ]
while curTyp.baseName != "NimGodotObject":
chains[idx].add(curTyp.baseName)
curTyp = typeRegistry[curTyp.baseName]
chains[idx].reverse()
var idx = 0
while true:
var curType: string
var allEqual = true
for chain in chains:
if idx >= chain.len:
allEqual = false
break
if curType.isNil:
curType = chain[idx]
elif curType != chain[idx]:
allEqual = false
break
if allEqual:
result = curType
else:
break
inc idx
proc incDerivedCount(types: var Table[string, GodotType],
className: string) =
let typ = types.getOrDefault(className)
if not typ.isNil:
inc typ.derivedCount
types.incDerivedCount(typ.baseName)
proc toNimType(godotType: string): string =
case godotType:
of "float": "float64"
of "int": "int64"
of "String": "string"
of "File": "godottypes.File"
else: godotType
proc toNimType(types: Table[string, GodotType], godotType: string): string =
let origType =
if godotType.contains(','):
findCommonRoot(types, godotType.split(','))
else:
godotType
result = toNimType(origType)
proc toNimStyle(name: string): string =
result = newStringOfCap(name.len + 1)
var i = 0
var makeUpperCase: bool
while i < name.len:
if name[i] == '_':
if result.len != 0:
makeUpperCase = true
elif name[i] != '/': # remove slashes
if makeUpperCase:
result.add(name[i].toUpperAscii())
makeUpperCase = false
else:
result.add(name[i])
inc i
while isKeyword(getIdent(result)):
result.add(result[result.len - 1])
if result == "result":
result = "resultVal"
proc newRefTypeNode(typeSection: PNode, typ, base, doc: string,
isExported = true) =
let typeDef = newNode(nkTypeDef)
typeSection.add(typeDef)
if isExported:
typeDef.add(postfix(ident(typ), "*"))
else:
typeDef.add(ident(typ))
typeDef.add(newNode(nkEmpty)) # generic
let objTy = newNode(nkObjectTy)
let refTy = newNode(nkRefTy)
refTy.add(objTy)
typeDef.add(refTy)
objTy.add(newNode(nkEmpty))
let inherit = newNode(nkOfInherit)
inherit.add(ident(base))
objTy.add(inherit)
if not doc.isNil:
let recList = newNode(nkRecList)
let docNode = newNode(nkCommentStmt)
docNode.comment = doc
recList.add(docNode)
objTy.add(recList)
else:
objTy.add(newNode(nkEmpty))
proc makeConstSection(constObj: JsonNode): PNode =
if constObj.len == 0:
return newNode(nkEmpty)
result = newNode(nkConstSection)
for field, val in constObj:
let def = newNode(nkConstDef)
def.add(postfix(ident(field), "*"))
def.add(newNode(nkEmpty)) # infer type
var valNode: PNode
if val.kind == JInt:
valNode = newInt64Lit(val.num)
# valNode.intVal = val.num
elif val.kind == JFloat:
valNode = newFloat64Lit(val.fnum)
elif val.kind == JBool:
valNode = ident($val.bval)
elif val.kind == JString:
valNode = newNode(nkStrLit)
valNode.strVal = val.str
else:
raise newException(ValueError, "Unexpected constant kind: " & $val.kind)
def.add(valNode)
result.add(def)
type MethodArg = tuple[name, typ: string, defaultVal: JsonNode, isVarargs: bool]
const standardTypes = toSet(
["bool", "cint", "int", "uint8", "int8", "uint16", "int16", "uint32", "int32",
"uint64",
"int64", "float32", "cfloat", "float64", "GodotString", "Vector2", "Rect2",
"Vector3", "Transform2D", "Plane", "Quat", "Rect3", "Basis", "Transform",
"Color", "RID", "NodePath", "Dictionary", "Variant", "Array",
"PoolByteArray", "PoolIntArray", "PoolRealArray", "PoolStringArray",
"PoolVector2Array", "PoolVector3Array", "PoolColorArray"])
const smallIntTypes = toSet(["uint8", "int8", "uint16", "int16", "uint32", "int32",
"cint", "int", "Error"])
const int64Types = toSet(["uint64", "int64"])
const intTypes = union(smallIntTypes, int64Types)
const float64Types = toSet(["float64", "cdouble"])
const float32Types = toSet(["float32", "cfloat"])
const floatTypes = union(float64Types, float32Types)
const arrayTypes = toSet(["Array", "PoolByteArray",
"PoolIntArray", "PoolRealArray", "PoolStringArray", "PoolVector2Array",
"PoolVector3Array", "PoolColorArray"])
const wrapperTypes = union(arrayTypes,
toSet(["NodePath", "Dictionary", "Variant"]))
proc getInternalPtr(varName: PNode, typ: string): PNode =
assert(typ in wrapperTypes)
result = newDotExpr(varName, ident("godot" & typ))
proc newNilCheck(ident, toAssign: PNode): PNode =
newIfStmt(newCall("isNil", ident),
newNode(nkAsgn).addChain(ident).addChain(
toAssign
)
)
proc singletonName(typ: string): PNode =
ident("singleton" & typ)
proc makeDefaultValue(arg: MethodArg): PNode =
result = newEmptyNode()
if not arg.defaultVal.isNil:
if arg.typ == "bool":
result = ident(arg.defaultVal.str.toLowerAscii())
elif arg.typ in intTypes:
result = newInt64Lit(parseBiggestInt(arg.defaultVal.str))
elif arg.typ == "string" or arg.typ == "NodePath":
result = newStrLit(arg.defaultVal.str)
elif arg.typ in floatTypes:
result = newFloatLit(parseFloat(arg.defaultVal.str))
elif arg.defaultVal.str == "Null":
if arg.typ == "Variant":
result = newCall("newVariant")
else:
result = newNilLit()
elif arg.typ == "Color":
result = newCall("initColor",
arg.defaultVal.str.split(',').mapIt(newFloatLit(parseFloat(it))))
# elif arg.typ in arrayTypes and (arg.defaultVal.str == "[]" or
# arg.defaultVal.str == "[" & arg.typ & "]"):
# result = newCall("init" & arg.typ)
elif arg.typ == "RID" and arg.defaultVal.str == "[RID]":
result = newCall("initRID")
elif arg.typ == "Vector2" or arg.typ == "Vector3" or arg.typ == "Rect2":
let parts = arg.defaultVal.str.replace("(", "").replace(")", "").
replace(" ", "").
split(",").mapIt(newFloatLit(parseFloat(it)))
if arg.typ.endsWith("r2"):
result = newCall("vec2", parts)
elif arg.typ.endsWith('3'):
result = newCall("vec3", parts)
else:
result = newCall("initRect2", parts)
elif arg.defaultVal.str == "[Object:null]":
result = newNilLit()
elif arg.typ != "Transform" and arg.typ != "Transform2D" and
arg.typ != "Variant" and arg.typ notin arrayTypes: # TODO
raise newException(
ValueError,
"Cannot build default value from $# ($#)" %
[$arg.defaultVal, arg.typ])
proc doGenerateMethod(tree: PNode, methodBindRegistry: var HashSet[string],
name: PNode, godotMethodName: string,
typ: GodotType, args: seq[MethodArg],
returnType: string, isVirtual,
isBase, withImplementation: bool) =
var body: PNode
if not withImplementation:
body = newNode(nkEmpty)
else:
var methodBindName = toNimStyle(
typ.name & "_" & godotMethodName & "_method_bind")
if methodBindName[0].isUpperAscii():
methodBindName[0] = methodBindName[0].toLowerAscii()
if methodBindName notin methodBindRegistry:
let methodBindDecl = newNode(nkVarSection).addChain(
newIdentDefs(
newNode(nkPragmaExpr).addChain(
ident(methodBindName)).addChain(
newNode(nkPragma).addChain(ident("threadvar"))),
newNode(nkPtrTy).addChain(ident("GodotMethodBind"))
))
tree.add(methodBindDecl)
methodBindRegistry.incl(methodBindName)
let nilCheck = newNilCheck(ident(methodBindName),
newCall("getMethod", newCStringLit(typ.godotName),
newCStringLit(godotMethodName))
)
let vars = newNode(nkVarSection)
var varargsName: string
var isVarargs: bool
var staticArgsLen: int
var argLenNode = newIntLit(0)
let argsName = ident("argsToPassToGodot")
if args.len > 0:
for arg in args:
if arg.isVarargs:
varargsName = arg.name
isVarargs = true
vars.add(newIdentDefs(ident("callError"), ident("VariantCallError")))
break
let argsAlloc = newNode(nkCast).addChain(
newNode(nkPtrTy).addChain(
newNode(nkBracketExpr).addChain(
ident("array"), ident("MAX_ARG_COUNT"),
if isVarargs: newNode(nkPtrTy).addChain(ident("GodotVariant"))
else: ident("pointer"))))
staticArgsLen = if varargsName.isNil: args.len
else: args.len - 1
if not varargsName.isNil:
argLenNode = newCall("cint",
newInfix(newIntLit(staticArgsLen),
ident("+"),
newDotExpr(ident(varargsName), ident("len"))))
argsAlloc.add(newCall("godotAlloc", newCall("cint", newInfix(
newCall("sizeof", ident("Variant")), ident("*"),
newNode(nkPar).addChain(argLenNode))))
)
else:
argLenNode = newCall("cint", newIntLit(staticArgsLen))
vars.add(newIdentDefs(
ident("argsStatic"),
newNode(nkBracketExpr).addChain(
ident("array"), newIntLit(staticArgsLen), ident("pointer")),
newNode(nkEmpty)))
argsAlloc.add(newCommand(ident("addr"), ident("argsStatic")))
vars.add(newIdentDefs(argsName, newNode(nkEmpty), argsAlloc))
let argConversions = newNode(nkStmtList)
for idx, arg in args:
var argName = ident(arg.name)
if arg.isVarargs:
argName = newNode(nkBracketExpr).addChain(
ident(varargsName),
newInfix(ident("idx"), ident("-"), newIntLit(staticArgsLen)))
let argIdx = if arg.isVarargs: ident("idx") else: newIntLit(idx)
let isStandardType = arg.typ in standardTypes
let isWrappedType = arg.typ in wrapperTypes
let convArg = if not varargsName.isNil:
getInternalPtr(newCall("toGodot", argName), "Variant")
elif isWrappedType: getInternalPtr(argName, arg.typ)
elif isStandardType: newCall("unsafeAddr", argName)
elif arg.typ == "string": newCall("unsafeAddr",
ident("argToPassToGodot" & $idx))
else: ident("argToPassToGodot" & $idx) # object
if not isStandardType and arg.isVarargs:
raise newException(ValueError,
"Non-standard type $# for varargs params of method $# of type $#" %
[arg.typ, godotMethodName, typ.godotName])
if not isStandardType and varargsName.isNil:
if arg.typ == "string":
argConversions.add(newNode(nkVarSection).addChain(
newIdentDefs(ident("argToPassToGodot" & $idx), newEmptyNode(),
newCall("toGodotString", argName))))
else:
argConversions.add(newNode(nkLetSection).addChain(
newIdentDefs(ident("argToPassToGodot" & $idx), newEmptyNode(),
newDotExpr(argName, ident("godotObject")))))
let argAsgn = newNode(nkAsgn).addChain(
newNode(nkBracketExpr).addChain(
newNode(nkBracketExpr).addChain(argsName), argIdx),
convArg
)
if not arg.isVarargs:
argConversions.add(
argAsgn
)
else:
argConversions.add(newNode(nkVarSection).addChain(
newIdentDefs(ident("idx"), newNode(nkEmpty), newIntLit(staticArgsLen))))
let argLoop = newNode(nkWhileStmt)
argConversions.add(argLoop)
argLoop.add(newInfix(ident("idx"), ident("<"), argLenNode)
)
argLoop.add(newNode(nkStmtList).addChain(
argAsgn,
newCommand(ident("inc"), ident("idx"))))
let retName = if isVarargs: "callRet" else: "ptrCallRet"
let theCall = newCall(
newDotExpr(ident(methodBindName),
ident(if isVarargs: "call" else: "ptrCall")),
newDotExpr(ident("self"), ident("godotObject")),
if args.len > 0: argsName else: newNode(nkNilLit),
argLenNode,
if not isVarargs: ident(retName) else: ident("callError")
)
if not isVarargs:
theCall.sons.delete(3)
let freeCall = newCall("godotFree", argsName)
body = newNode(nkStmtList)
if typ.isSingleton:
let varName = singletonName(typ.name)
body.add(newNilCheck(varName, newCall(
newBracketExpr(ident("getSingleton"), ident(typ.name)))))
body.add(newNode(nkLetSection).addChain(newIdentDefs(
ident("self"), newNode(nkEmpty), varName
)))
body.add(nilCheck)
body.add(vars)
body.add(argConversions)
if not isVarargs:
let retPtrDecl = newNode(nkVarSection).addChain(
newIdentDefs(ident(retName), ident("pointer"), newEmptyNode())
)
body.add(retPtrDecl)
var isVariantRet: bool
var isConversionRet: bool
var isObjRet: bool
var isStringRet: bool
var isWrapperRet: bool
let retValIdent = if not isVarargs: ident("ptrCallVal") else: ident(retName)
if not returnType.isNil and not isVarargs:
var addrToAssign = newCall("addr", retValIdent)
if returnType in smallIntTypes:
isConversionRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("int64"),
)))
elif returnType in float32Types:
isConversionRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("float64"),
)))
elif returnType in wrapperTypes:
isWrapperRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("Godot" & returnType),
)))
elif returnType in standardTypes:
addrToAssign = newCall("addr", ident("result"))
elif returnType == "string":
isStringRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, ident("GodotString"),
)))
else:
isObjRet = true
body.add(newNode(nkVarSection).addChain(newIdentDefs(
retValIdent, newNode(nkPtrTy).addChain(ident("GodotObject")),
)))
body.add(newNode(nkAsgn).addChain(ident(retName), addrToAssign))
if not isVarargs:
body.add(theCall)
else:
if not returnType.isNil:
isVariantRet = true
let callStmt = newNode(nkLetSection).addChain(
newIdentDefs(
newNode(nkPragmaExpr).addChain(
ident(retName), newNode(nkPragma).addChain(ident("used"))),
newNode(nkEmpty), theCall))
body.add(callStmt)
if varargsName.isNil:
for idx, arg in args:
if arg.typ == "string":
body.add(newCall("deinit", ident("argToPassToGodot" & $idx)))
if args.len > 0 and not varargsName.isNil:
body.add(freeCall)
if not varargsName.isNil:
let errCheck = newIfStmt(
newInfix(newDotExpr(ident("callError"), ident("error")), ident("!="),
newDotExpr(ident("VariantCallErrorType"), ident("OK"))),
newNode(nkRaiseStmt).addChain(
newCall("newCallError", ident("callError")))
)
body.add(errCheck)
if isVariantRet:
let convErrDef = newNode(nkLetSection).addChain(
newIdentDefs(ident("convErr"), newNode(nkEmpty),
newCall("fromGodot", ident("result"), newCall("newVariant", retValIdent))))
let convCheck = newIfStmt(
newInfix(ident("convErr"), ident("!="),
newDotExpr(ident("ConversionResult"), ident("OK"))),
newNode(nkRaiseStmt).addChain(
newCall("newConversionError", ident("convErr")))
)
body.add(convErrDef)
body.add(convCheck)
if isStringRet:
body.add(newCall("deinit", retValIdent))
elif isConversionRet:
body.add(newNode(nkAsgn).addChain(
ident("result"),
newCall(returnType, retValIdent)))
elif isWrapperRet:
body.add(newNode(nkAsgn).addChain(
ident("result"),
newCall("new" & returnType, retValIdent)))
elif isObjRet:
body.add(newNode(nkAsgn).addChain(ident("result"),
newCall(newBracketExpr(ident("asNimGodotObject"),
newCall("type", ident("result"))), retValIdent)))
elif isStringRet:
body.add(newNode(nkAsgn).addChain(ident("result"),
newCall("$", retValIdent)))
let procType = if isVirtual: nkMethodDef
else: nkProcDef
var params = newSeqOfCap[PNode](args.len + 2)
if not returnType.isNil:
params.add(ident(returnType))
else:
params.add(newNode(nkEmpty))
if not typ.isSingleton:
params.add(newIdentDefs(ident("self"), ident(toNimType(typ.name))))
for arg in args:
if arg.isVarargs:
params.add(newIdentDefs(ident(arg.name),
newNode(nkBracketExpr).addChain(ident("varargs"), ident(arg.typ))))
else:
let defaultValue = arg.makeDefaultValue()
params.add(newIdentDefs(ident(arg.name), ident(arg.typ), defaultValue))
let procDecl = newProc(if not withImplementation: postfix(name, "*")
else: name,
params, body, procType)
if not withImplementation:
let pragma = newNode(nkPragma)
pragma.add(ident("gcsafe"))
pragma.add(newNode(nkExprColonExpr).addChain(ident("locks"),
newIntLit(0)))
if isVirtual and isBase:
pragma.add(ident("base"))
procDecl.sons[4] = pragma
tree.add(procDecl)
proc generateMethod(tree: PNode, methodBindRegistry: var HashSet[string],
name: PNode, godotMethodName: string,
typ: GodotType, args: seq[MethodArg],
returnType: string,
isVirtual, isBase, withImplementation: bool) =
doGenerateMethod(
tree, methodBindRegistry, name, godotMethodName, typ,
args, returnType, isVirtual, isBase, withImplementation)
proc makeProperty(types: Table[string, GodotType], tree: PNode,
methodBindRegistry: var HashSet[string],
typ: GodotType,
propertyObj: JsonNode, withImplementation: bool) =
let getterNameStr = toNimStyle(propertyObj["name"].str)
let getterName = ident(toNimStyle(propertyObj["name"].str))
let setterName = newNode(nkAccQuoted).addChain(ident(getterNameStr & "="))
let nimType = toNimType(types, propertyObj["type"].str)
generateMethod(tree, methodBindRegistry,
getterName, propertyObj["getter"].str, typ,
@[], nimType, isVirtual = false,
isBase = false, withImplementation)
generateMethod(tree, methodBindRegistry,
setterName, propertyObj["setter"].str, typ,
@[("val", nimType, JsonNode(nil), false)],
nil, isVirtual = false, isBase = false, withImplementation)
proc makeMethod(types: Table[string, GodotType], tree: PNode,
methodBindRegistry: var HashSet[string],
typ: GodotType, methodObj: JsonNode,
withImplementation: bool) =
let returnType = if methodObj["return_type"].str != "void":
toNimType(types, methodObj["return_type"].str)
else: nil
for prop in typ.jsonNode["properties"]:
if prop["getter"].str == methodObj["name"].str or
prop["setter"].str == methodObj["name"].str:
return
var args = newSeqOfCap[MethodArg](methodObj["arguments"].len + 1)
var origArgs = methodObj["arguments"]
var isBase = methodObj["is_virtual"].bval
if methodObj["is_virtual"].bval:
proc getMethod(typNode: JsonNode, methName: string): JsonNode =
for meth in typNode["methods"]:
if meth["is_virtual"].bval and
meth["name"].str == methName: return meth
var curTyp = types.getOrDefault(typ.baseName)
while not curTyp.isNil:
let meth = curTyp.jsonNode.getMethod(methodObj["name"].str)
if not meth.isNil:
origArgs = meth["arguments"]
isBase = false
curTyp = types.getOrDefault(curTyp.baseName)
for arg in origArgs:
let typ = toNimType(types, arg["type"].str)
let defaultVal = if arg["has_default_value"].bval: arg["default_value"]
else: nil
args.add((toNimStyle(arg["name"].str), typ,
defaultVal, false))
if methodObj["has_varargs"].bval:
args.add(("variantArgs", "Variant", JsonNode(nil), true))
let godotName = methodObj["name"].str
var nimName = toNimStyle(godotName)
if not godotName.startsWith('_'):
for meth in typ.jsonNode["methods"]:
if meth["name"].str == '_' & godotName:
nimName = nimName & "Impl"
generateMethod(tree, methodBindRegistry,
ident(nimName), methodObj["name"].str,
typ, args,
returnType, methodObj["is_virtual"].bval, isBase,
withImplementation)
proc addAttributeToDoc(doc: var string, propName, propValue: string) =
if doc.len > 0:
doc.add("\n")
doc.add(propName & ": " & propValue)
const classAttributes = ["singleton", "instanciable", "is_reference"]
proc typeNameToModuleName(name: string): string =
var wasUpperOrDigit = true
result = newStringOfCap(name.len + 10)
for idx, c in name:
if c.isUpperAscii() or c.isDigit():
if not wasUpperOrDigit or idx > 0 and idx < name.len - 1 and
name[idx + 1].isLowerAscii():
result.add('_')
result.add(c.toLowerAscii())
wasUpperOrDigit = true
else:
result.add(c)
wasUpperOrDigit = false
if result == "object":
# keyword
result = "objects"
if result == "os":
# to avoid clash with stdlib
result = "gd_os"
proc newRegisterClassNode(typ: GodotType): PNode =
newCall("registerClass",
ident(typ.name),
newCStringLit(typ.godotName),
ident("true") # isNative
)
proc genSingletonDecl(typ: string): PNode =
result = newNode(nkVarSection)
let name = singletonName(typ)
let threadvar = newNode(nkPragma).addChain(ident("threadvar"))
result.add(newIdentDefs(newNode(nkPragmaExpr).addChain(name, threadvar),
ident(typ)))
proc shouldExport(typ: GodotType, types: Table[string, GodotType]): bool =
var curTyp = typ
while not curTyp.isNil and not curTyp.isSingleton:
curTyp = types.getOrDefault(curTyp.baseName)
result = curTyp.isNil
proc genTypeFile*(types: var Table[string, GodotType], targetDir: string) =
for typ in types.values():
types.incDerivedCount(typ.baseName)
var sortedTypes = toSeq(types.values())
sortedTypes.sort do (x, y: GodotType) -> int:
cmp(y.derivedCount, x.derivedCount)
let godotApiTypesTree = newNode(nkStmtList)
godotApiTypesTree.add(newNode(nkImportStmt).addChain(ident("godot")))
let typeSection = newNode(nkTypeSection)
godotApiTypesTree.add(typeSection)
for typ in sortedTypes:
if not typ.shouldExport(types): continue
newRefTypeNode(typeSection, typ.name, typ.baseName, typ.doc)
for typ in sortedTypes:
if not typ.shouldExport(types): continue
let regNode = newCall("registerClass",
ident(typ.name),
newCStringLit(typ.godotName),
ident("true") # isNative
)
godotApiTypesTree.add(regNode)
renderModule(godotApiTypesTree, targetDir / "godottypes.nim")
proc genApi*(targetDir: string, apiJsonFile: string) =
let apiJson = parseJson(newFileStream(apiJsonFile),
apiJsonFile.extractFilename())
var megaImport = newStringOfCap(64 * 1024)
var types = initTable[string, GodotType]()
for obj in apiJson:
let godotClassName = obj["name"].str
let className = godotClassName.replace("_", "")
var baseClassName = obj["base_class"].str
baseClassName = toNimType(baseClassName.replace("_", ""))
if baseClassName.isNil or baseClassName.len == 0:
baseClassName = "NimGodotObject"
var doc = ""
for attr in classAttributes:
if attr in obj:
addAttributeToDoc(doc, attr, $obj[attr])
types[className] = GodotType(
name: className,
godotName: godotClassName,
baseName: baseClassName,
doc: doc,
jsonNode: obj,
isSingleton: obj["singleton"].bval
)
for typ in types.values():
let tree = newNode(nkStmtList)
let importStmt = newNode(nkImportStmt)
importStmt.add(ident("godot"))
importStmt.add(ident("godottypes"))
importStmt.add(ident("godotinternal"))
tree.add(importStmt)
let exportStmt = newNode(nkExportStmt)
exportStmt.add(ident("godottypes"))
tree.add(exportStmt)
var methodBindRegsitry = initSet[string]()
let obj = typ.jsonNode
if typ.baseName != "NimGodotObject":
let baseModule = typeNameToModuleName(typ.baseName)
let baseModuleNode = if getIdent(baseModule).isKeyword:
newStrLit(baseModule & ".nim")
else:
ident(baseModule)
importStmt.add(baseModuleNode)
exportStmt.add(baseModuleNode)
let constSection = makeConstSection(obj["constants"])
if constSection.kind != nkEmpty:
# renderer doesn't properly render empty stmt after type section
tree.add(makeConstSection(obj["constants"]))
if typ.isSingleton:
let typeDecl = newNode(nkTypeSection)
newRefTypeNode(typeDecl, typ.name, typ.baseName, typ.doc,
isExported = false)
tree.add(typeDecl)
tree.add(newRegisterClassNode(typ))
tree.add(genSingletonDecl(typ.name))
# first, generate declarations only for ease of
# human readability of the file
for property in obj["properties"]:
makeProperty(types, tree, methodBindRegsitry, typ, property,
withImplementation = false)
for meth in obj["methods"]:
makeMethod(types, tree, methodBindRegsitry, typ,
meth, withImplementation = false)
for property in obj["properties"]:
makeProperty(types, tree, methodBindRegsitry, typ,
property, withImplementation = true)
for meth in obj["methods"]:
makeMethod(types, tree, methodBindRegsitry, typ, meth,
withImplementation = true)
let moduleName = typeNameToModuleName(typ.name)
renderModule(tree, targetDir / moduleName & ".nim")
megaImport.add("import \"" & moduleName & "\"\n")
genTypeFile(types, targetDir)
writeFile(targetDir / "godotall.nim", megaImport)
writeFile(targetDir / splitPath(targetDir)[1] & ".nimble", "")
when isMainModule:
import os
const usage = slurp("usage.txt")
proc main() =
if paramCount() < 2:
echo usage
quit(-1)
let godotBin = paramStr(1)
let targetDir = paramStr(2)
if not dirExists(targetDir):
echo "The specified directory does not exist"
quit(-1)
if not fileExists(godotBin):
echo "Invalid godot binary path"
quit(-1)
let jsonFile = targetDir / "api.json"
if fileExists(jsonFile) and
godotBin.getLastModificationTime() <= jsonFile.getLastModificationTime():
echo "api.json if up to date - doing nothing."
return
discard execShellCmd(
"\"" & godotBin & "\" --gdnative-generate-json-api \"" & jsonFile & "\"")
if not fileExists(jsonFile):
echo "Failed to generate api.json"
quit(-1)
genApi(targetDir, jsonFile)
main()

3
godot/apigen/usage.txt Normal file
View file

@ -0,0 +1,3 @@
Tool for wrapping Godot API into Nim
apigen [godot binary path] [target directory]

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@ -1,79 +0,0 @@
# 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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@ -1,146 +1,127 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotarrays
import "../internal/godotinternaltypes.nim", "../internal/godotarrays.nim"
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
import godotbase, poolarrays
proc arrayFinalizer(arr: Array) =
arr.godotArray.deinit()
arr.godotArray[].deinit()
proc newArray*(): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[])
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
result.godotArray[] = arr
proc newArray*(pca: PoolColorArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pca.godotPoolColorArray[])
initGodotArray(result.godotArray[], pca.godotPoolColorArray[])
proc newArray*(pv3a: PoolVector3Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[])
initGodotArray(result.godotArray[], pv3a.godotPoolVector3Array[])
proc newArray*(pv2a: PoolVector2Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[])
initGodotArray(result.godotArray[], pv2a.godotPoolVector2Array[])
proc newArray*(psa: PoolStringArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, psa.godotPoolStringArray[])
initGodotArray(result.godotArray[], psa.godotPoolStringArray[])
proc newArray*(pra: PoolRealArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pra.godotPoolRealArray[])
initGodotArray(result.godotArray[], pra.godotPoolRealArray[])
proc newArray*(pia: PoolIntArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pia.godotPoolIntArray[])
initGodotArray(result.godotArray[], pia.godotPoolIntArray[])
proc newArray*(pba: PoolByteArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pba.godotPoolByteArray[])
initGodotArray(result.godotArray[], pba.godotPoolByteArray[])
proc `[]=`*(self: Array; idx: int; value: Variant) {.inline.} =
self.godotArray[idx.cint] = value.godotVariant[]
import variants
proc `[]=`*(self: var Array; idx: int; value: Variant) {.inline.} =
self.godotArray[][idx.cint] = value.godotVariant[]
proc `[]`*(self: Array; idx: int): Variant {.inline.} =
newVariant(self.godotArray[idx.cint])
newVariant(self.godotArray[][idx.cint])
proc add*(self: Array; value: Variant) {.inline.} =
self.godotArray.add(value.godotVariant[])
proc add*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].add(value.godotVariant[])
proc clear*(self: Array) {.inline.} =
self.godotArray.clear()
proc clear*(self: var Array) {.inline.} =
self.godotArray[].clear()
proc count*(self: Array; value: Variant): int {.inline.} =
self.godotArray.count(value.godotVariant[]).int
self.godotArray[].count(value.godotVariant[]).int
proc isEmpty*(self: Array): bool {.inline.} =
self.godotArray.isEmpty()
self.godotArray[].isEmpty()
proc erase*(self: Array; value: Variant) {.inline.} =
self.godotArray.erase(value.godotVariant[])
proc erase*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].erase(value.godotVariant[])
proc first*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.first())
newVariant(self.godotArray[].first())
proc last*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.last())
newVariant(self.godotArray[].last())
proc find*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray.find(what.godotVariant[], f.cint).int
self.godotArray[].find(what.godotVariant[], f.cint).int
proc findLast*(self: Array; what: Variant): int {.inline.} =
self.godotArray.findLast(what.godotVariant[]).int
self.godotArray[].findLast(what.godotVariant[]).int
proc contains*(self: Array; value: Variant): bool {.inline.} =
self.godotArray.contains(value.godotVariant[])
self.godotArray[].contains(value.godotVariant[])
proc hash*(self: Array): Hash {.inline.} =
hash(self.godotArray.godotHash())
hash(self.godotArray[].godotHash())
proc insert*(self: Array; pos: int; value: Variant) {.inline.} =
self.godotArray.insert(pos.cint, value.godotVariant[])
proc insert*(self: var Array; pos: int; value: Variant) {.inline.} =
self.godotArray[].insert(pos.cint, value.godotVariant[])
proc reverse*(self: Array) {.inline.} =
self.godotArray.reverse()
proc reverse*(self: var Array) {.inline.} =
self.godotArray[].reverse()
proc popLast*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popLast())
proc popLast*(self: var Array): Variant {.inline.} =
newVariant(self.godotArray[].popLast())
proc popFirst*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popFirst())
proc popFirst*(self: var Array): Variant {.inline.} =
newVariant(self.godotArray[].popFirst())
proc addLast*(self: Array; value: Variant) {.inline.} =
self.godotArray.addLast(value.godotVariant[])
proc addLast*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].addLast(value.godotVariant[])
proc addFirst*(self: Array; value: Variant) {.inline.} =
self.godotArray.addFirst(value.godotVariant[])
proc addFirst*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].addFirst(value.godotVariant[])
proc delete*(self: Array; idx: int) {.inline.} =
self.godotArray.delete(idx.cint)
proc delete*(self: var Array; idx: int) {.inline.} =
self.godotArray[].delete(idx.cint)
proc setLen*(self: Array; size: int) {.inline.} =
self.godotArray.setLen(size.cint)
proc setLen*(self: var 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 rfind*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray[].rfind(what.godotVariant[], f.cint).int
proc len*(self: Array): int {.inline.} =
self.godotArray.len.int
self.godotArray[].len.int
proc sort*(self: Array) {.inline.} =
self.godotArray.sort()
proc sort*(self: var Array) {.inline.} =
self.godotArray[].sort()
iterator items*(self: Array): Variant =
for i in 0..<self.len:
yield self[i]
iterator items*(arr: Array): Variant {.inline.} =
for i in 0..<arr.len:
yield arr[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
iterator pairs*(arr: Array): tuple[key: int, val: Variant] {.inline.} =
for i in 0..<arr.len:
yield (i, arr[i])

View file

@ -1,11 +1,11 @@
# Copyright (c) 2018 Xored Software, Inc.
import math, hashes
# Copyright (c) 2017 Xored Software, Inc.
import math
import godotbase, vector3, quats
import godotcoretypes
{.push stackTrace: off.}
type
Basis* {.byref.} = object
elements*: array[3, Vector3]
proc setCells*(basis: var Basis, xx, xy, xz, yx, yy, yz, zx, zy, zz: float32) =
basis.elements[0].x = xx
@ -202,9 +202,6 @@ proc `$`*(self: Basis): string {.inline.} =
result.add(", ")
result.add($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]
@ -455,5 +452,3 @@ proc rotate*(self: var Vector3; axis: Vector3; phi: float32) =
proc rotated*(self: Vector3; axis: Vector3; phi: float32): Vector3 =
result = self
result.rotate(axis, phi)
{.pop.} # stackTrace: off

View file

@ -1,8 +1,13 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotbase
import godotcoretypes, gdnativeapi
type
Color* {.byref.} = object
r*: float32
g*: float32
b*: float32
a*: float32
proc initColor*(r, g, b: float32; a: float32 = 1.0'f32): Color {.inline.} =
Color(
@ -16,14 +21,12 @@ 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 h*(self: Color): float32 {.
importc: "godot_color_get_h".}
proc s*(self: Color): float32 {.
importc: "godot_color_get_s".}
proc v*(self: Color): float32 {.
importc: "godot_color_get_v".}
proc `$`*(self: Color): string {.inline.} =
result = newStringOfCap(50)
@ -35,9 +38,6 @@ proc `$`*(self: Color): string {.inline.} =
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]
@ -60,20 +60,16 @@ proc toARGB32*(self: Color): uint32 {.inline.} =
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 gray*(self: Color): float32 {.
importc: "godot_color_gray".}
proc inverted*(self: Color): Color {.
importc: "godot_color_inverted".}
proc contrasted*(self: Color): Color {.
importc: "godot_color_contrasted".}
proc lerp*(self: Color; b: Color; t: float32): Color {.
importc: "godot_color_linear_interpolate".}
proc blend*(self: Color; over: Color): Color {.
importc: "godot_color_blend".}
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

View file

@ -1,8 +1,9 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 Xored Software, Inc.
import hashes
import internal/godotinternaltypes, internal/godotdictionaries,
internal/godotvariants, internal/godotstrings
import godotbase
import "../internal/godotinternaltypes.nim", "../internal/godotstrings.nim",
"../internal/godotdictionaries.nim", "../internal/godotvariants.nim"
type
Dictionary* = ref object
@ -30,30 +31,23 @@ proc len*(self: Dictionary): int {.inline.} =
proc isEmpty*(self: Dictionary): bool {.inline.} =
self.godotDictionary.isEmpty()
proc clear*(self: Dictionary) {.inline.} =
proc clear*(self: var 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.} =
proc del*(self: var Dictionary; key: Variant) {.inline.} =
self.godotDictionary.del(key.godotVariant[])
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
import arrays, variants
proc keys*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.keys())
@ -71,7 +65,7 @@ proc `[]`*(self: Dictionary; keyStr: string): Variant {.inline.} =
godotStr.deinit()
godotVariant.deinit()
proc `[]=`*(self: Dictionary; key, value: Variant) {.inline.} =
proc `[]=`*(self: var Dictionary; key, value: Variant) {.inline.} =
self.godotDictionary[key.godotVariant[]] = value.godotVariant[]
proc `==`*(self, other: Dictionary): bool {.inline.} =
@ -84,27 +78,16 @@ proc toJson*(self: Dictionary): string {.inline.} =
result = $s
s.deinit()
iterator keys*(dict: Dictionary): Variant =
iterator keys*(dict: Dictionary): Variant {.inline.} =
let keyArr = dict.keys()
for key in keyArr:
yield key
iterator values*(dict: Dictionary): Variant =
iterator values*(dict: Dictionary): Variant {.inline.} =
let valArr = dict.values()
for val in valArr:
yield val
iterator pairs*(dict: Dictionary): tuple[key, val: Variant] =
iterator pairs*(dict: Dictionary): tuple[key, val: Variant] {.inline.} =
for key in keys(dict):
yield (key, dict[key])
proc `$`*(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('}')

View file

@ -1,64 +1,130 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import math, godotinternal
import math
type
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
# math helpers
{.push stackTrace: off.}
const EPSILON = 0.00001'f32
proc isEqualApprox*(a, b: float32): bool {.inline, noinit.} =
proc isEqualApprox*(a, b: float32): bool {.inline.} =
abs(a - b) < EPSILON
proc isEqualApprox*(a, b: float64): bool {.inline, noinit.} =
proc isEqualApprox*(a, b: float64): bool {.inline.} =
abs(a - b) < EPSILON
proc sign*(a: float32): float32 {.inline, noinit.} =
proc sign*(a: float32): float32 {.inline.} =
if a < 0: -1.0'f32 else: 1.0'f32
proc sign*(a: float64): float64 {.inline, noinit.} =
proc sign*(a: float64): float64 {.inline.} =
if a < 0: -1.0'f64 else: 1.0'f64
proc stepify*(value, step: float64): float64 {.inline, noinit.} =
proc stepify*(value, step: float64): float64 =
if step != 0'f64:
floor(value / step + 0.5'f64) * step
else:
value
proc stepify*(value, step: float32): float32 {.inline, noinit.} =
proc stepify*(value, step: float32): float32 =
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
import "../internal/godotinternaltypes.nim"
proc min*(x, y: float32): float32 {.inline, noinit.} =
if x <= y: x else: y
type
Variant* = ref object
godotVariant: GodotVariant
noDeinit: bool # used to avoid copying when passing the variant to Godot
proc abs*(x: float32): float32 {.inline, noinit.} =
if x < 0.0: -x else: x
Array* = ref object
godotArray: GodotArray
proc max*(x, y: float32): float32 {.inline, noinit.} =
if y <= x: x else: y
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
{.pop.} # stackTrace: off
proc isNoDeinit*(v: Variant): bool {.inline.} =
v.noDeinit
template printWarning*(warning: typed) =
## Prints ``warning`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintWarning(cstring($warning), cstring"", cstring(instInfo.filename), instInfo.line.cint)
proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``arr``
addr arr.godotArray
template printError*(error: typed) =
## Prints ``error`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintError(cstring($error), cstring"", cstring(instInfo.filename), instInfo.line.cint)
proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``v``
addr v.godotVariant
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()
# System Functions
proc godotAlloc*(bytes: cint): pointer {.
importc: "godot_alloc".}
## 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.
proc godotRealloc*(p: pointer; bytes: cint): pointer {.
importc: "godot_realloc".}
## 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.
proc godotFree*(p: pointer) {.importc: "godot_free".}
## 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.

View file

@ -1,102 +0,0 @@
# 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

View file

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

View file

@ -1,9 +1,8 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 Xored Software, Inc.
import hashes
import godotbase
import internal/godotinternaltypes, internal/godotnodepaths,
internal/godotstrings
import "../internal/godotnodepaths.nim", "../internal/godotstrings.nim"
type
NodePath* = ref object
@ -34,9 +33,6 @@ proc `$`*(self: NodePath): string {.inline.} =
result = $s
s.deinit()
proc hash*(self: NodePath): Hash {.inline.} =
($self).hash()
proc isAbsolute*(self: NodePath): bool {.inline.} =
self.path.isAbsolute()
@ -56,8 +52,8 @@ proc getSubname*(self: NodePath; idx: int): string {.inline.} =
result = $s
s.deinit()
proc getConcatenatedSubnames*(self: NodePath): string {.inline.} =
var s = self.path.getConcatenatedSubnames()
proc property*(self: NodePath): string {.inline.} =
var s = self.path.property()
result = $s
s.deinit()

View file

@ -1,66 +1,73 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotbase, vector3
import vector3
import "../internal/godotstrings.nim"
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
type
Plane* {.byref.} = object
normal*: Vector3
d*: float32
proc initPlane*(a, b, c, d: float32): Plane {.inline.} =
getGDNativeAPI().planeNewWithReals(result, a, b, c, d)
proc initPlane(dest: var Plane; a, b, c, d: float32) {.
importc: "godot_plane_new_with_reals".}
proc initPlane(dest: var Plane; v1, v2, v3: Vector3) {.
importc: "godot_plane_new_with_vectors".}
proc initPlane(dest: var Plane; normal: Vector3; d: float32) {.
importc: "godot_plane_new_with_normal".}
proc initPlane*(v1, v2, v3: Vector3): Plane {.inline.} =
getGDNativeAPI().planeNewWithVectors(result, v1, v2, v3)
proc initPlane*(a, b, c, d: float32): Plane =
initPlane(result, a, b, c, d)
proc initPlane*(normal: Vector3; d: float32): Plane {.inline.} =
result = Plane(
normal: normal,
d: d
)
proc initPlane*(v1, v2, v3: Vector3): Plane =
initPlane(result, v1, v2, v3)
proc initPlane*(normal: Vector3; d: float32): Plane =
initPlane(result, normal, d)
proc toGodotString(self: Plane): GodotString {.
noSideEffect,
importc: "godot_plane_as_string".}
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)
$self.toGodotString()
proc normalized*(self: Plane): Plane {.
noSideEffect,
importc: "godot_plane_normalized".}
proc center*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_center".}
proc getAnyPoint*(self: Plane): Vector3 {.
noSideEffect,
importc: "godot_plane_get_any_point".}
proc isPointOver*(self: Plane; point: Vector3): bool {.
noSideEffect,
importc: "godot_plane_is_point_over".}
proc distanceTo*(self: Plane; point: Vector3): float32 {.
noSideEffect,
importc: "godot_plane_distance_to".}
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()
epsilon: float32): bool {.
noSideEffect,
importc: "godot_plane_has_point".}
proc project*(self: Plane; point: Vector3): Vector3 {.
noSideEffect,
importc: "godot_plane_project".}
proc intersect3*(self: Plane; dest: var Vector3;
b, c: Plane): bool {.inline.} =
getGDNativeAPI().planeIntersect3(self, dest, b, c)
b, c: Plane): bool {.
noSideEffect,
importc: "godot_plane_intersect_3".}
proc intersectsRay*(self: Plane; dest: var Vector3;
v, dir: Vector3): bool {.inline.} =
getGDNativeAPI().planeIntersectsRay(self, dest, v, dir)
v, dir: Vector3): bool {.
noSideEffect,
importc: "godot_plane_intersects_ray".}
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)
segmentBegin, segmentEnd: Vector3): bool {.
noSideEffect, importc: "godot_plane_intersects_segment".}
proc `-`*(self: Plane): Plane {.
noSideEffect,
importc: "godot_plane_operator_neg".}
proc `==`*(a, b: Plane): bool {.
noSideEffect,
importc: "godot_plane_operator_equal".}

View file

@ -1,14 +1,11 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 Xored Software, Inc.
import hashes
import godotbase, vector2, vector3, colors
import "../internal/godotpoolarrays.nim", "../internal/godotstrings.nim"
import godotcoretypes
import internal/godotinternaltypes, internal/godotpoolarrays,
internal/godotstrings
import vector2, vector3, colors
template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
initProcName) =
# byte
template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
noData = false) =
type
T* = ref object
fieldName: GodotT
@ -20,101 +17,57 @@ template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
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: Array): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName, arr.godotArray[])
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.} =
proc add*(self: var T; arr: T) {.inline.} =
self.fieldName.add(arr.fieldName)
proc delete*(self: T; idx: int) {.inline.} =
proc delete*(self: var T; idx: int) {.inline.} =
self.fieldName.delete(idx.cint)
proc reverse*(self: T) {.inline.} =
proc reverse*(self: var T) {.inline.} =
self.fieldName.reverse()
proc setLen*(self: T; size: int) {.inline.} =
proc setLen*(self: var 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))
proc fieldName*(self: T): ptr GodotT {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.fieldName
when not noData:
proc add*(self: T; data: DataT) {.inline.} =
proc add*(self: var T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc insert*(self: T; idx: int; data: DataT): Error {.inline.} =
proc addFirst*(self: var T, data: DataT) {.inline.} =
self.fieldName.addFirst(data)
proc insert*(self: var T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
proc `[]=`*(self: T; idx: int; data: DataT) {.inline.} =
proc `[]=`*(self: var 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
for i in 0..<arr.len:
yield arr[i]
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])
for i in 0..<arr.len:
yield (i, arr[i])
definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
@ -122,7 +75,7 @@ definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
definePoolArray(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArray(PoolRealArray, GodotPoolRealArray, float32,
definePoolArray(PoolRealArray, GodotPoolRealArray, float64,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArray(PoolVector2Array, GodotPoolVector2Array, Vector2,
@ -134,21 +87,27 @@ definePoolArray(PoolVector3Array, GodotPoolVector3Array, Vector3,
definePoolArray(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArray(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray, true)
proc add*(self: PoolStringArray; data: string) =
proc add*(self: var PoolStringArray; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.add(s)
s.deinit()
proc insert*(self: PoolStringArray; idx: int; data: string): Error =
proc addFirst*(self: var PoolStringArray, data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.addFirst(s)
s.deinit()
proc insert*(self: var 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) =
proc `[]=`*(self: var PoolStringArray; idx: int; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray[idx.cint] = s
s.deinit()

View file

@ -1,84 +1,91 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotbase, vector3
import "../internal/godotstrings.nim"
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
type
Quat* {.byref.} = object
x*: float32
y*: float32
z*: float32
w*: float32
proc initQuat(dest: var Quat; x, y, z, w: float32) {.
importc: "godot_quat_new".}
proc initQuat(dest: var Quat; axis: Vector3; angle: float32) {.
importc: "godot_quat_new_with_axis_angle".}
proc initQuat*(x, y, z, w: float32): Quat {.inline.} =
result = Quat(
x: x,
y: y,
z: z,
w: w
)
initQuat(result, x, y, z, w)
proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
getGDNativeAPI().quatNewWithAxisAngle(result, axis, angle)
initQuat(result, axis, angle)
proc toGodotString(self: Quat): GodotString {.
noSideEffect,
importc: "godot_quat_as_string".}
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()
$self.toGodotString()
proc length*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_length".}
proc lengthSquared*(self: Quat): float32 {.
noSideEffect,
importc: "godot_quat_length_squared".}
proc normalized*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_normalized".}
proc isNormalized*(self: Quat): bool {.
noSideEffect,
importc: "godot_quat_is_normalized".}
proc inverse*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_inverse".}
proc dot*(a, b: Quat): float32 {.
noSideEffect,
importc: "godot_quat_dot".}
proc xform*(self: Quat; v: Vector3): Vector3 {.
noSideEffect,
importc: "godot_quat_xform".}
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.
noSideEffect,
importc: "godot_quat_slerp".}
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.
noSideEffect,
importc: "godot_quat_slerpni".}
proc cubicSlerp*(self, b, pre_a, post_b: Quat;
t: float32): Quat {.
noSideEffect,
importc: "godot_quat_cubic_slerp".}
proc `*`*(a: Quat, b: float32): Quat {.
noSideEffect,
importc: "godot_quat_operator_multiply".}
proc `*=`*(a: var Quat, b: float32) {.inline.} =
a = a * b
proc `+`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorAdd(a, b).toQuat()
proc `+`*(a, b: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_add".}
proc `+=`*(a: var Quat, b: Quat) {.inline.} =
a = a + b
proc `-`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorSubtract(a, b).toQuat()
proc `-`*(a, b: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_substract".}
proc `-=`* (a: var Quat, b: Quat) {.inline.} =
a = a - b
proc `/`*(self: Quat; b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorDivide(self, b).toQuat()
proc `/`*(self: Quat; b: float32): Quat {.
noSideEffect,
importc: "godot_quat_operator_divide".}
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()
proc `==`*(a, b: Quat): bool {.
noSideEffect,
importc: "godot_quat_operator_equal".}
proc `-`*(self: Quat): Quat {.
noSideEffect,
importc: "godot_quat_operator_neg".}

View file

@ -1,153 +1,54 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotbase, vector2
import vector2
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import "../internal/godotstrings.nim"
{.push stackTrace: off.}
type
Rect2* {.byref.} = object
position*: Vector2
size*: Vector2
proc initRect2*(): Rect2 {.inline, noinit.} =
Rect2()
proc initRect2*(pos, size: Vector2): Rect2 {.inline, noinit.} =
proc initRect2*(pos, size: Vector2): Rect2 {.inline.} =
Rect2(position: pos, size: size)
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline, noinit.} =
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline.} =
Rect2(position: vec2(x, y), size: vec2(sizeX, sizeY))
proc `$`*(self: Rect2): string {.inline, noinit.} =
$getGDNativeAPI().rect2AsString(self)
proc toGodotString(self: Rect2): GodotString {.
noSideEffect,
importc: "godot_rect2_as_string".}
proc hash*(self: Rect2): Hash {.inline, noinit.} =
!$(self.position.hash() !& self.size.hash())
proc `$`*(self: Rect2): string {.inline.} =
$self.toGodotString()
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
proc area*(self: Rect2): float32 {.
noSideEffect,
importc: "godot_rect2_get_area".}
proc intersects*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_intersects".}
proc encloses*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_encloses".}
proc hasNoArea*(self: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_has_no_area".}
proc clip*(a, b: Rect2): Rect2 {.
noSideEffect,
importc: "godot_rect2_clip".}
proc merge*(a, b: Rect2): Rect2 {.
noSideEffect,
importc: "godot_rect2_merge".}
proc contains*(self: Rect2; point: Vector2): bool {.
noSideEffect,
importc: "godot_rect2_has_point".}
proc grow*(self: Rect2; by: float32): Rect2 {.
noSideEffect,
importc: "godot_rect2_grow".}
proc expand*(self: Rect2; to: Vector2): Rect2 {.
noSideEffect,
importc: "godot_rect2_expand".}
proc `==`*(a, b: Rect2): bool {.
noSideEffect,
importc: "godot_rect2_operator_equal".}

84
godot/core/rect3.nim Normal file
View file

@ -0,0 +1,84 @@
# Copyright (c) 2017 Xored Software, Inc.
import godotbase, planes, vector3
import "../internal/godotstrings.nim"
type
Rect3* {.byref.} = object
position*: Vector3
size*: Vector3
proc initRect3*(pos, size: Vector3): Rect3 {.inline.} =
Rect3(position: pos, size: size)
proc toGodotString(self: Rect3): GodotString {.
noSideEffect,
importc: "godot_rect3_as_string".}
proc `$`*(self: Rect3): string {.inline.} =
$self.toGodotString()
proc area*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_area".}
proc hasNoArea*(self: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_has_no_area".}
proc hasNoSurface*(self: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_has_no_surface".}
proc intersects*(a, b: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_intersects".}
proc encloses*(self, other: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_encloses".}
proc merge*(self, other: Rect3): Rect3 {.
noSideEffect,
importc: "godot_rect3_merge".}
proc intersection*(self, other: Rect3): Rect3 {.
noSideEffect,
importc: "godot_rect3_intersection".}
proc intersectsPlane*(self: Rect3; plane: Plane): bool {.
noSideEffect,
importc: "godot_rect3_intersects_plane".}
proc intersectsSegment*(self: Rect3; start, to: Vector3): bool {.
noSideEffect,
importc: "godot_rect3_intersects_segment".}
proc contains*(self: Rect3; point: Vector3): bool {.
noSideEffect,
importc: "godot_rect3_has_point".}
proc getSupport*(self: Rect3; dir: Vector3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_support".}
proc getLongestAxis*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_longest_axis".}
proc getLongestAxisIndex*(self: Rect3): cint {.
noSideEffect,
importc: "godot_rect3_get_longest_axis_index".}
proc getLongestAxisSize*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_longest_axis_size".}
proc getShortestAxis*(self: Rect3): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis".}
proc getShortestAxisIndex*(self: Rect3): cint {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis_index".}
proc getShortestAxisSize*(self: Rect3): float32 {.
noSideEffect,
importc: "godot_rect3_get_shortest_axis_size".}
proc expand*(self: Rect3; toPoint: Vector3): Rect3 {.
noSideEffect,
importc: "godot_rect3_expand".}
proc grow*(self: Rect3; by: float32): Rect3 {.
noSideEffect,
importc: "godot_rect3_grow".}
proc getEndpoint*(self: Rect3; idx: cint): Vector3 {.
noSideEffect,
importc: "godot_rect3_get_endpoint".}
proc `==`*(a, b: Rect3): bool {.
noSideEffect,
importc: "godot_rect3_operator_equal".}

View file

@ -1,26 +1,30 @@
# Copyright (c) 2018 Xored Software, Inc.
import godotbase
import hashes
import "../internal/godotinternaltypes.nim"
import godotcoretypes, internal/godotinternaltypes, gdnativeapi
type
RID* {.byref.} = object
p: pointer
proc initRID(dest: var RID) {.
importc: "godot_rid_new".}
proc initRID(dest: var RID; obj: ptr GodotObject) {.
importc: "godot_rid_new_with_resource".}
proc initRID*(): RID {.inline.} =
getGDNativeAPI().ridNew(result)
initRID(result)
proc initRID*(obj: ptr GodotObject): RID {.inline.} =
getGDNativeAPI().ridNewWithResource(result, obj)
initRID(result, obj)
proc idCInt(self: RID): cint {.
noSideEffect,
importc: "godot_rid_get_id".}
proc id*(self: RID): uint32 {.inline.} =
cast[uint32](getGDNativeAPI().ridGetId(self))
cast[uint32](self.idCInt())
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)
proc `==`*(a, b: RID): bool {.
importc: "godot_rid_operator_equal".}
proc `<`*(a, b: RID): bool {.
importc: "godot_rid_operator_less".}

View file

@ -1,79 +1,76 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import hashes, vector2
import godotbase, vector2, rect2
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import "../internal/godotstrings.nim"
type
Transform2D* {.byref.} = object
elements*: array[3, Vector2]
proc initTransform2D(dest: var Transform2D) {.
importc: "godot_transform2d_new_identity".}
proc initTransform2D(dest: var Transform2D; rot: float32; pos: Vector2) {.
importc: "godot_transform2d_new".}
proc initTransform2D(dest: var Transform2D; xAxis, yAxis, origin: Vector2) {.
importc: "godot_transform2d_new_axis_origin".}
proc initTransform2D*(): Transform2D {.inline.} =
getGDNativeAPI().transform2DNewIdentity(result)
initTransform2D(result)
proc initTransform2D*(rot: float32; pos: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DNew(result, rot, pos)
initTransform2D(result, rot, pos)
proc initTransform2D*(xAxis, yAxis, origin: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DNewAxisOrigin(result, xAxis, yAxis, origin)
initTransform2D(result, xAxis, yAxis, origin)
proc toGodotString(self: Transform2D): GodotString {.
importc: "godot_transform2d_as_string".}
proc `$`*(self: Transform2D): string {.inline.} =
$getGDNativeAPI().transform2DAsString(self)
$self.toGodotString()
proc hash*(self: Transform2D): Hash {.inline, noinit.} =
!$(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 inverse*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_inverse".}
proc affineInverse*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_affine_inverse".}
proc rotation*(self: Transform2D): float32 {.
importc: "godot_transform2d_get_rotation".}
proc origin*(self: Transform2D): Vector2 {.
importc: "godot_transform2d_get_origin".}
proc scale*(self: Transform2D): Vector2 {.
importc: "godot_transform2d_get_scale".}
proc orthonormalized*(self: Transform2D): Transform2D {.
importc: "godot_transform2d_orthonormalized".}
proc rotated*(self: Transform2D; phi: float32): Transform2D {.
importc: "godot_transform2d_rotated".}
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.
importc: "godot_transform2d_scaled".}
proc translated*(self: Transform2D;
offset: Vector2): Transform2D {.
importc: "godot_transform2d_translated".}
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.
importc: "godot_transform2d_xform_vector2".}
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.
importc: "godot_transform2d_xform_inv_vector2".}
proc basisXformVector2*(self: Transform2D;
v: Vector2): Vector2 {.
importc: "godot_transform2d_basis_xform_vector2".}
proc basisXformInvVector2*(self: Transform2D;
v: Vector2): Vector2 {.
importc: "godot_transform2d_basis_xform_inv_vector2".}
proc xformRect2*(self: Transform2D; v: Rect2): Rect2 {.
importc: "godot_transform2d_xform_rect2".}
proc xformInvRect2*(self: Transform2D; v: Rect2): Rect2 {.
importc: "godot_transform2d_xform_inv_rect2".}
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()
c: float32): Transform2D {.
importc: "godot_transform2d_interpolate_with".}
proc `==`*(a, b: Transform2D): bool {.
importc: "godot_transform2d_operator_equal".}
proc `*`*(a, b: Transform2D): Transform2D {.
importc: "godot_transform2d_operator_multiply".}
proc `*=`*(a: var Transform2D, b: Transform2D) {.inline.} =
a = a * b

View file

@ -1,13 +1,16 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotbase, basis, vector3, planes, rect3
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import basis, vector3
import "../internal/godotstrings.nim"
type
Transform* {.byref.} = object
basis*: Basis
origin*: Vector3
proc initTransform*(): Transform {.inline.} =
result.basis = initBasis()
discard
proc initTransform*(xAxis, yAxis, zAxis,
origin: Vector3): Transform {.inline.} =
@ -20,57 +23,45 @@ proc initTransform*(xAxis, yAxis, zAxis,
proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
Transform(basis: basis, origin: origin)
proc toGodotString(self: Transform): GodotString {.
importc: "godot_transform_as_string".}
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()
$self.toGodotString()
proc inverse*(self: Transform): Transform {.
importc: "godot_transform_inverse".}
proc affineInverse*(self: Transform): Transform {.
importc: "godot_transform_affine_inverse".}
proc orthonormalized*(self: Transform): Transform {.
importc: "godot_transform_orthonormalized".}
proc rotated*(self: Transform; axis: Vector3;
phi: float32): Transform {.inline.} =
getGDNativeAPI().transformRotated(self, axis, phi).toTransform()
phi: float32): Transform {.
importc: "godot_transform_rotated".}
proc scaled*(self: Transform; scale: Vector3): Transform {.
importc: "godot_transform_scaled".}
proc translated*(self: Transform; offset: Vector3): Transform {.
importc: "godot_transform_translated".}
proc lookingAt*(self: Transform;
target, up: Vector3): Transform {.
importc: "godot_transform_looking_at".}
proc scaled*(self: Transform; scale: Vector3): Transform {.inline.} =
getGDNativeAPI().transformScaled(self, scale).toTransform()
proc xformPlane*(self: Transform; v: Plane): Plane {.
importc: "godot_transform_xform_plane".}
proc xformInvPlane*(self: Transform; v: Plane): Plane {.
importc: "godot_transform_xform_inv_plane".}
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_vector3".}
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_inv_vector3".}
proc xformRect3*(self: Transform; v: Vector3): Rect3 {.
importc: "godot_transform_xform_rect3".}
proc xformInvRect3*(self: Transform; v: Vector3): Vector3 {.
importc: "godot_transform_xform_inv_rect3".}
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
proc `==`*(self: Transform; b: Transform): bool {.
importc: "godot_transform_operator_equal".}
proc `*`*(a, b: Transform): Transform {.
importc: "godot_transform_operator_multiply".}
proc `*=`*(a: var Transform, b: Transform) {.inline.} =
a = a * b

View file

@ -1,59 +1,46 @@
import tables, hashes
import tables
import godotcoretypes
import internal/godotinternaltypes, internal/godotvariants,
internal/godotstrings, internal/godotdictionaries,
internal/godotarrays
import godotbase
import basis, nodepaths
import planes, poolarrays, quats, rect2, rect3, rids
import transforms, transform2d, vector2
import vector3, colors
type
Variant* = ref object
godotVariant: GodotVariant
noDeinit: bool # used to avoid copying when passing the variant to Godot
import "../internal/godotinternaltypes.nim"
import "../internal/godotvariants.nim", "../internal/godotpoolarrays.nim",
"../internal/godotstrings.nim", "../internal/godotnodepaths.nim"
export VariantType, VariantCallErrorType, VariantCallError
proc markNoDeinit*(v: Variant) {.inline.} =
## Makes it so that internal GodotVariant object will not be destroyed
## when the reference is gone. Use only if you know what you are doing.
v.noDeinit = true
proc godotVariant*(v: Variant): ptr GodotVariant {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``v``
addr v.godotVariant
proc getType*(v: Variant): VariantType =
v.godotVariant.getType()
v.godotVariant[].getType()
proc variantFinalizer*(v: Variant) =
if not v.noDeinit:
v.godotVariant.deinit()
proc `$`*(self: Variant): string {.inline.} =
$self.godotVariant
proc variantFinalizer(v: Variant) =
if not v.isNoDeinit:
v.godotVariant[].deinit()
proc newVariant*(): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant)
initGodotVariant(result.godotVariant[])
proc newVariant*(v: Variant): Variant {.inline.} =
## Makes a copy
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v.godotVariant)
initGodotVariant(result.godotVariant[], v.godotVariant[])
proc newVariant*(v: GodotVariant): Variant {.inline.} =
new(result, variantFinalizer)
result.godotVariant = v
result.godotVariant[] = v
proc newVariant*(b: bool): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, b)
initGodotVariant(result.godotVariant[], b)
# resolves Nim call ambiguities well
template numConstructor(T, ConvT) =
proc newVariant*(i: T): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, ConvT(i))
initGodotVariant(result.godotVariant[], ConvT(i))
numConstructor(uint8, uint64)
numConstructor(uint16, uint64)
@ -69,240 +56,206 @@ numConstructor(int, int64)
proc newVariant*(r: cdouble): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, r)
initGodotVariant(result.godotVariant[], r)
proc newVariant*(s: GodotString): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], s)
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)
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)
initGodotVariant(result.godotVariant[], v2)
proc newVariant*(rect2: Rect2): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rect2)
initGodotVariant(result.godotVariant[], rect2)
proc newVariant*(v3: Vector3): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, v3)
initGodotVariant(result.godotVariant[], v3)
proc newVariant*(t2d: Transform2D): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, t2d)
initGodotVariant(result.godotVariant[], t2d)
proc newVariant*(plane: Plane): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, plane)
initGodotVariant(result.godotVariant[], plane)
proc newVariant*(quat: Quat): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, quat)
initGodotVariant(result.godotVariant[], quat)
proc newVariant*(aabb: AABB): Variant {.inline.} =
proc newVariant*(rect3: Rect3): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, aabb)
initGodotVariant(result.godotVariant[], rect3)
proc newVariant*(basis: Basis): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, basis)
initGodotVariant(result.godotVariant[], basis)
proc newVariant*(trans: Transform): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, trans)
initGodotVariant(result.godotVariant[], trans)
proc newVariant*(color: Color): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, color)
initGodotVariant(result.godotVariant[], color)
proc newVariant*(nodePath: NodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, nodePath.godotNodePath[])
initGodotVariant(result.godotVariant[], nodePath.godotNodePath[])
proc newVariant*(godotNodePath: GodotNodePath): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, godotNodePath)
initGodotVariant(result.godotVariant[], godotNodePath)
proc newVariant*(rid: RID): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rid)
initGodotVariant(result.godotVariant[], rid)
proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, obj)
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()
initGodotVariant(result.godotVariant[], obj)
import arrays
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, arr.godotArray[])
initGodotVariant(result.godotVariant[], arr.godotArray[])
proc asArray*(self: Variant): Array {.inline.} =
newArray(self.godotVariant.asGodotArray())
proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], pba.godotPoolByteArray[])
proc newVariant*(pia: PoolIntArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pia.godotPoolIntArray[])
proc newVariant*(pra: PoolRealArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pra.godotPoolRealArray[])
proc newVariant*(psa: PoolStringArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], psa.godotPoolStringArray[])
proc newVariant*(pv2a: PoolVector2Array): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pv2a.godotPoolVector2Array[])
proc newVariant*(pv3a: PoolVector3Array): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pv3a.godotPoolVector3Array[])
proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
initGodotVariant(result.godotVariant[], pca.godotPoolColorArray[])
import dictionaries
proc newVariant*(dict: Dictionary): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], dict.godotDictionary[])
proc asBool*(self: Variant): bool {.inline.} =
self.godotVariant[].asBool()
proc asUInt*(self: Variant): uint64 =
self.godotVariant[].asUInt()
proc asInt*(self: Variant): int64 =
self.godotVariant[].asInt()
proc asReal*(self: Variant): cdouble =
self.godotVariant[].asReal()
proc asString*(self: Variant): string =
var s = self.godotVariant[].asGodotString()
result = $s
s.deinit()
proc asVector2*(self: Variant): Vector2 =
self.godotVariant[].asVector2()
proc asRect2*(self: Variant): Rect2 =
self.godotVariant[].asRect2()
proc asVector3*(self: Variant): Vector3 =
self.godotVariant[].asVector3()
proc asTransform2D*(self: Variant): Transform2D =
self.godotVariant[].asTransform2D()
proc asPlane*(self: Variant): Plane =
self.godotVariant[].asPlane()
proc asQuat*(self: Variant): Quat =
self.godotVariant[].asQuat()
proc asRect3*(self: Variant): Rect3 =
self.godotVariant[].asRect3()
proc asBasis*(self: Variant): Basis =
self.godotVariant[].asBasis()
proc asTransform*(self: Variant): Transform =
self.godotVariant[].asTransform()
proc asColor*(self: Variant): Color =
self.godotVariant[].asColor()
proc asNodePath*(self: Variant): NodePath =
result = newNodePath(self.godotVariant[].asNodePath())
proc asRID*(self: Variant): RID =
self.godotVariant[].asRID()
proc asGodotObject*(self: Variant): ptr GodotObject =
self.godotVariant[].asGodotObject()
proc asArray*(self: Variant): Array =
newArray(self.godotVariant[].asGodotArray())
proc asPoolByteArray*(self: Variant): PoolByteArray =
newPoolByteArray(self.godotVariant[].asGodotPoolByteArray())
proc asPoolIntArray*(self: Variant): PoolIntArray =
newPoolIntArray(self.godotVariant[].asGodotPoolIntArray())
proc asPoolRealArray*(self: Variant): PoolRealArray =
newPoolRealArray(self.godotVariant[].asGodotPoolRealArray())
proc asPoolStringArray*(self: Variant): PoolStringArray =
newPoolStringArray(self.godotVariant[].asGodotPoolStringArray())
proc asPoolVector2Array*(self: Variant): PoolVector2Array =
newPoolVector2Array(self.godotVariant[].asGodotPoolVector2Array())
proc asPoolVector3Array*(self: Variant): PoolVector3Array =
newPoolVector3Array(self.godotVariant[].asGodotPoolVector3Array())
proc asPoolColorArray*(self: Variant): PoolColorArray =
newPoolColorArray(self.godotVariant[].asGodotPoolColorArray())
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant[].asGodotDictionary)
proc hasMethod*(self: Variant; meth: string): bool =
var s = meth.toGodotString()
result = self.godotVariant.hasMethod(s)
result = self.godotVariant[].hasMethod(s)
s.deinit()
proc `==`*(self, other: Variant): bool =
if self.isNil and other.isNil: return true
if self.isNil != other.isNil: return false
result = self.godotVariant == other.godotVariant
result = self.godotVariant[] == other.godotVariant[]
proc `<`*(self, other: Variant): bool =
result = self.godotVariant < other.godotVariant
result = self.godotVariant[] < other.godotVariant[]
proc hashCompare*(self, other: Variant): bool =
self.godotVariant.hashCompare(other.godotVariant)
self.godotVariant[].hashCompare(other.godotVariant[])
proc booleanize*(self: Variant): bool =
self.godotVariant.booleanize()
proc booleanize*(self: Variant; isValid: var bool): bool =
self.godotVariant[].booleanize(isValid)

View file

@ -1,214 +1,111 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import math, godotbase, hashes
import godotbase
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import "../internal/godotstrings.nim"
const EPSILON = 0.00001'f32
type
Vector2* {.byref.} = object
x*: float32
y*: float32
{.push stackTrace: off.}
proc vec2*(): Vector2 {.inline, noinit.} =
Vector2()
proc vec2*(x, y: float32): Vector2 {.inline, noinit.} =
proc vec2*(x, y: float32): Vector2 {.inline.} =
Vector2(x: x, y: y)
proc `$`*(self: Vector2): string {.inline, noinit.} =
$getGDNativeAPI().vector2AsString(self)
proc toGodotString(self: Vector2): GodotString {.
importc: "godot_vector2_as_string".}
proc hash*(self: Vector2): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash())
proc `$`*(self: Vector2): string {.inline.} =
$self.toGodotString()
proc `+`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x + other.x, y: self.y + other.y)
proc normalized*(self: Vector2): Vector2 {.
importc: "godot_vector2_normalized".}
proc length*(self: Vector2): float32 {.
importc: "godot_vector2_length".}
proc angle*(self: Vector2): float32 {.
importc: "godot_vector2_angle".}
proc lengthSquared*(self: Vector2): float32 {.
importc: "godot_vector2_length_squared".}
proc isNormalized*(self: Vector2): bool {.
importc: "godot_vector2_is_normalized".}
proc distanceTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_to".}
proc distanceSquaredTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_distance_squared_to".}
proc angleTo*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to".}
proc angleToPoint*(self, to: Vector2): float32 {.
importc: "godot_vector2_angle_to_point".}
proc lerp*(self, b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_linear_interpolate".}
proc cubicInterpolate*(self, b, pre_a, post_b: Vector2; t: float32): Vector2 {.
importc: "godot_vector2_cubic_interpolate".}
proc rotated*(self: Vector2; phi: float32): Vector2 {.
importc: "godot_vector2_rotated".}
proc tangent*(self: Vector2): Vector2 {.
importc: "godot_vector2_tangent".}
proc floor*(self: Vector2): Vector2 {.
importc: "godot_vector2_floor".}
proc snapped*(self: Vector2; by: Vector2): Vector2 {.
importc: "godot_vector2_snapped".}
proc aspect*(self: Vector2): float32 {.
importc: "godot_vector2_aspect".}
proc dot*(a, b: Vector2): float32 {.
importc: "godot_vector2_dot".}
proc slide*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_slide".}
proc bounce*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_bounce".}
proc reflect*(self, n: Vector2): Vector2 {.
importc: "godot_vector2_reflect".}
proc abs*(self: Vector2): Vector2 {.
importc: "godot_vector2_abs".}
proc clamped*(self: Vector2; length: float32): Vector2 {.
importc: "godot_vector2_clamped".}
proc `+=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x += other.x
self.y += other.y
proc `+`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_add".}
proc `+=`*(a: var Vector2, b: Vector2) {.inline.} =
a += b
proc `-`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x - other.x, y: self.y - other.y)
proc `-`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_substract".}
proc `-=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a - b
proc `-=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x -= other.x
self.y -= other.y
proc `*`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_multiply_vector".}
proc `*`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x * other.x, y: self.y * other.y)
proc `*=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a * b
proc `*=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x *= other.x
self.y *= other.y
proc `*`*(self: Vector2, scalar: float32): Vector2 {.
importc: "godot_vector2_operator_multiply_scalar".}
proc `*=`*(self: var Vector2, scalar: float32) {.inline.} =
self = self * scalar
proc `*`*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x * scalar, y: self.y * scalar)
proc `/`*(a, b: Vector2): Vector2 {.
importc: "godot_vector2_operator_divide_vector".}
proc `/=`*(a: var Vector2, b: Vector2) {.inline.} =
a = a / b
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.} =
proc `/`*(self: Vector2; scalar: float32): Vector2 {.
importc: "godot_vector2_operator_divide_scalar".}
proc `/=`*(self: var Vector2; scalar: float32) {.inline.} =
self = self / scalar
proc `==`*(self, other: Vector2): bool {.inline, noinit.} =
self.x == other.x and self.y == other.y
proc `==`*(a, b: Vector2): bool {.
importc: "godot_vector2_operator_equal".}
proc `<`*(a, b: Vector2): bool {.
importc: "godot_vector2_operator_less".}
proc `-`*(self: Vector2): Vector2 {.
importc: "godot_vector2_operator_neg".}
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
proc `x=`*(self: var Vector2; x: float32) {.
importc: "godot_vector2_set_x".}
proc `y=`*(self: var Vector2; y: float32) {.
importc: "godot_vector2_set_y".}
proc x*(self: Vector2): float32 {.
importc: "godot_vector2_get_x".}
proc y*(self: Vector2): float32 {.
importc: "godot_vector2_get_y".}

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@ -1,11 +1,13 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import math, hashes
import godotbase, godotcoretypes
import math
import godotbase
const EPSILON = 0.00001'f32
{.push stackTrace: off.}
type
Vector3* {.byref.} = object
x*: float32
y*: float32
z*: float32
proc vec3*(): Vector3 {.inline.} =
Vector3()
@ -23,9 +25,6 @@ proc `$`*(self: Vector3): string {.inline.} =
result.add($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
@ -240,15 +239,3 @@ proc cubicInterpolate*(self, b, preA, postB: Vector3;
(-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

File diff suppressed because it is too large Load diff

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@ -1,18 +1,13 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 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 core.godotbase, godotinternal
import core / [vector2, rect2, vector3, transform2d, planes, quats]
import core / [rect3, basis, transforms, colors, nodepaths, rids]
import core / [dictionaries, arrays, poolarrays, variants]
import nim/godotmacros, nim/godotnim
import nim / [godotmacros, godotnim]
export godotbase, godotcoretypes, vector2, rect2, vector3, transform2d, planes,
quats, aabb, basis, transforms, colors, nodepaths, rids, dictionaries,
arrays, poolarrays, variants
export godotbase, vector2, rect2, vector3, transform2d, planes, quats,
rect3, 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.
# Copyright 2017 Xored Software, Inc.
import internal/godotinternaltypes, internal/godotarrays,
internal/godotnodepaths, internal/godotpoolarrays, internal/godotstrings,
internal/godotvariants, internal/godotdictionaries
import internal / [
godotinternaltypes, godotarrays, godotnodepaths, godotpoolarrays,
godotstrings, godotvariants, godotdictionaries]
import gdnativeapi
export godotinternaltypes, godotarrays, godotnodepaths, godotpoolarrays,
godotstrings, godotvariants, godotdictionaries
proc getMethod*(className: cstring;
methodName: cstring): ptr GodotMethodBind {.inline.} =
getGDNativeAPI().methodBindGetMethod(className, methodName)
const MAX_ARG_COUNT* = 128
# MethodBind API
type GodotMethodBind* = object
proc getMethod*(className: cstring; methodName: cstring): ptr GodotMethodBind {.
importc: "godot_method_bind_get_method".}
proc ptrCall*(methodBind: ptr GodotMethodBind;
instance: ptr GodotObject;
args: ptr array[MAX_ARG_COUNT, pointer];
ret: pointer) {.inline.} =
getGDNativeAPI().methodBindPtrCall(methodBind, instance, args, ret)
ret: pointer) {.
importc: "godot_method_bind_ptrcall".}
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)
callError: var VariantCallError): GodotVariant {.
importc: "godot_method_bind_call".}
proc nativeScriptRegisterClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
getGDNativeAPI().nativeScriptRegisterClass(
libHandle, name, base, createFunc, destroyFunc)
# Script API
proc nativeScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
getGDNativeAPI().nativeScriptRegisterToolClass(
libHandle, name, base, createFunc, destroyFunc)
type
GodotNativeInitOptions* = object
inEditor*: bool
coreApiHash*: uint64
editorApiHash*: uint64
noApiHash*: uint64
gdNativeLibrary*: ptr GodotObject
proc nativeScriptRegisterMethod*(libHandle: pointer;
name: cstring; function_name: cstring;
attr: GodotMethodAttributes;
meth: GodotInstanceMethod) {.inline.} =
getGDNativeAPI().nativeScriptRegisterMethod(
libHandle, name, functionName, attr, meth)
GodotNativeTerminateOptions* = object
inEditor*: bool
proc nativeScriptRegisterProperty*(libHandle: pointer;
name, path: cstring;
attr: ptr GodotPropertyAttributes;
setFunc: GodotPropertySetFunc;
getFunc: GodotPropertyGetFunc) {.inline.} =
getGDNativeAPI().nativeScriptRegisterProperty(
libHandle, name, path, attr, setFunc, getFunc)
GodotMethodRPCMode* {.size: sizeof(cint), pure.} = enum
Disabled,
Remote,
Sync,
Master,
Slave
proc nativeScriptRegisterSignal*(libHandle: pointer; name: cstring;
signal: GodotSignal) {.inline.} =
getGDNativeAPI().nativeScriptRegisterSignal(libHandle, name, signal)
GodotMethodAttributes* = object
rpcMode*: GodotMethodRPCMode
proc getUserdata*(instance: ptr GodotObject): pointer {.inline.} =
getGDNativeAPI().nativeScriptGetUserdata(instance)
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
proc getClassConstructor*(className: cstring): GodotClassConstructor
{.inline.} =
getGDNativeAPI().getClassConstructor(className)
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
proc deinit*(o: ptr GodotObject) {.inline.} =
getGDNativeAPI().objectDestroy(o)
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
GodotPropertyUsageFlags* {.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*: GodotPropertyUsageFlags
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.}
proc godotScriptRegisterClass*(libHandle: pointer; name, base: cstring;
create_func: GodotInstanceCreateFunc;
destroy_func: GodotInstanceDestroyFunc) {.
importc: "godot_nativescript_register_class".}
proc godotScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc) {.
importc: "godot_nativescript_register_tool_class".}
type
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.}
proc godotScriptRegisterMethod*(libHandle: pointer;
name: cstring; function_name: cstring;
attr: GodotMethodAttributes;
meth: GodotInstanceMethod) {.
importc: "godot_nativescript_register_method".}
type
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.}
proc godotScriptRegisterProperty*(libHandle: pointer;
name: cstring; path: cstring;
attr: var GodotPropertyAttributes;
setFunc: GodotPropertySetFunc;
getFunc: GodotPropertyGetFunc) {.
importc: "godot_nativescript_register_property".}
type
GodotSignalArgument* {.bycopy.} = object
name*: GodotString
typ*: cint
hint*: GodotPropertyHint
hintString*: GodotString
usage*: GodotPropertyUsageFlags
defaultValue*: GodotVariant
GodotSignal* = object
name*: GodotString
numArgs*: cint
args*: ptr GodotSignalArgument
numDefaultArgs*: cint
defaultArgs*: ptr GodotVariant
proc godotScriptRegisterSignal*(libHandle: pointer; name: cstring;
signal: GodotSignal) {.
importc: "godot_nativescript_register_signal".}
proc getUserdata*(instance: ptr GodotObject): pointer {.
importc: "godot_nativescript_get_userdata".}
type ClassConstructor = proc (): ptr GodotObject {.noconv.}
proc getClassConstructor*(className: cstring): ClassConstructor {.
importc: "godot_get_class_constructor".}
proc godotStackBottom*(): pointer {.
importc: "godot_get_stack_bottom".}
proc deinit*(o: ptr GodotObject) {.
importc: "godot_object_destroy".}
# print using Godot's error handler list
proc godotPrintError*(description, function, file: cstring;
line: cint) {.inline.} =
getGDNativeAPI().printError(description, function, file, line)
proc godotPrintError*(description: cstring; function: cstring; file: cstring;
line: cint) {.
importc: "godot_print_error".}
proc godotPrintWarning*(description, function, file: cstring;
line: cint) {.inline.} =
getGDNativeAPI().printWarning(description, function, file, line)
proc godotPrintWarning*(description: cstring; function: cstring;
file: cstring; line: cint) {.
importc: "godot_print_warning".}
proc godotPrint*(message: GodotString) {.inline.} =
getGDNativeAPI().print(message)
proc godotPrint*(message: GodotString) {.
importc: "godot_print".}
var getClassMethodBind: ptr GodotMethodBind
proc getClassName*(o: ptr GodotObject): string =
@ -92,31 +269,3 @@ proc getClassName*(o: ptr GodotObject): string =
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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@ -1,162 +1,115 @@
# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi, core/godotcoretypes
proc len*(self: GodotArray): cint {.inline.} =
getGDNativeAPI().arraySize(self)
# Copyright (c) 2017 Xored Software, Inc.
import hashes
import godotinternaltypes, godotpoolarrays, godotvariants, godotstrings
proc initGodotArray*(dest: var GodotArray) {.inline.} =
getGDNativeAPI().arrayNew(dest)
proc initGodotArray*(dest: var GodotArray) {.
importc: "godot_array_new".}
proc initGodotArray*(dest: var GodotArray; pca: GodotPoolColorArray) {.
importc: "godot_array_new_pool_coloarray".}
proc initGodotArray*(dest: var GodotArray; pv3a: GodotPoolVector3Array) {.
importc: "godot_array_new_pool_vector3_array".}
proc initGodotArray*(dest: var GodotArray; pv2a: GodotPoolVector2Array) {.
importc: "godot_array_new_pool_vector2_array".}
proc initGodotArray*(dest: var GodotArray; psa: GodotPoolStringArray) {.
importc: "godot_array_new_pool_string_array".}
proc initGodotArray*(dest: var GodotArray; pra: GodotPoolRealArray) {.
importc: "godot_array_new_pool_real_array".}
proc initGodotArray*(dest: var GodotArray; pia: GodotPoolIntArray) {.
importc: "godot_array_new_pool_int_array".}
proc initGodotArray*(dest: var GodotArray; pba: GodotPoolByteArray) {.
importc: "godot_array_new_pool_byte_array".}
proc iniGodotArray*(dest: var GodotArray; src: GodotArray) {.
importc: "godot_array_new_copy".}
proc initGodotArray*(dest: var GodotArray;
pca: GodotPoolColorArray) {.inline.} =
getGDNativeAPI().arrayNewPoolColorArray(dest, pca)
proc deinit*(self: var GodotArray) {.importc: "godot_array_destroy".}
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 `[]=`*(self: var GodotArray; idx: cint;
value: GodotVariant) {.
noSideEffect,
importc: "godot_array_set".}
proc `[]`*(self: GodotArray; idx: cint): GodotVariant {.
noSideEffect,
importc: "godot_array_get".}
proc mget*(self: var GodotArray; idx: cint): ptr GodotVariant {.
importc: "godot_array_operator_index".}
proc add*(self: var GodotArray; value: GodotVariant) {.
noSideEffect,
importc: "godot_array_append".}
proc clear*(self: var GodotArray) {.importc: "godot_array_clear".}
proc count*(self: GodotArray; value: GodotVariant): cint {.
noSideEffect,
importc: "godot_array_count".}
proc isEmpty*(self: GodotArray): bool {.
noSideEffect,
importc: "godot_array_empty".}
proc erase*(self: var GodotArray; value: GodotVariant) {.
importc: "godot_array_erase".}
proc first*(self: GodotArray): GodotVariant {.
noSideEffect,
importc: "godot_array_front".}
proc last*(self: GodotArray): GodotVariant {.
noSideEffect,
importc: "godot_array_back".}
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)
f: cint): cint {.
noSideEffect,
importc: "godot_array_find".}
proc findLast*(self: GodotArray; what: GodotVariant): cint {.
noSideEffect,
importc: "godot_array_find_last".}
proc contains*(self: GodotArray; value: GodotVariant): bool {.
noSideEffect,
importc: "godot_array_has".}
proc godotHash*(self: GodotArray): cint {.
noSideEffect,
importc: "godot_array_hash".}
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)
value: GodotVariant) {.
importc: "godot_array_insert".}
proc reverse*(self: var GodotArray) {.importc: "godot_array_invert".}
proc popLast*(self: var GodotArray): GodotVariant {.
importc: "godot_array_pop_back".}
proc popFirst*(self: var GodotArray): GodotVariant {.
importc: "godot_array_pop_front".}
proc addLast*(self: var GodotArray; value: GodotVariant) {.
importc: "godot_array_push_back".}
proc addFirst*(self: var GodotArray; value: GodotVariant) {.
importc: "godot_array_push_front".}
proc delete*(self: var GodotArray; idx: cint) {.
importc: "godot_array_remove".}
proc setLen*(self: var GodotArray; size: cint) {.
importc: "godot_array_resize".}
proc rfind*(self: GodotArray; what: GodotVariant;
fromIdx: cint): cint {.inline.} =
getGDNativeAPI().arrayRFind(self, what, fromIdx)
f: cint): cint {.
noSideEffect,
importc: "godot_array_rfind".}
proc len*(self: GodotArray): cint {.
noSideEffect,
importc: "godot_array_size".}
proc sort*(self: var GodotArray) {.importc: "godot_array_sort".}
proc sortCustom*(self: var GodotArray; obj: var GodotObject;
funcName: GodotString) {.
importc: "godot_array_sort_custom".}
proc sort*(self: var GodotArray) {.inline.} =
getGDNativeAPI().arraySort(self)
iterator items*(arr: GodotArray): GodotVariant =
for i in 0..<arr.len:
yield arr[i]
proc sortCustom*(self: var GodotArray; obj: ptr GodotObject;
funcName: GodotString) {.inline.} =
getGDNativeAPI().arraySortCustom(self, obj, funcName)
iterator mitems*(arr: var GodotArray): var GodotVariant =
for i in 0..<arr.len:
yield arr.mget(i)[]
proc binarySearch*(self: var GodotArray, val: ptr GodotVariant,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearch(self, val, before)
iterator pairs*(arr: GodotArray): tuple[key: cint, val: GodotVariant] =
for i in 0..<arr.len:
yield (i, arr[i])
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(']')
iterator mpairs*(arr: var GodotArray): tuple[key: cint, val: var GodotVariant] =
for i in 0..<arr.len:
yield (i, arr.mget(i)[])

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@ -1,56 +1,48 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
type
GodotDictionary* {.byref.} = object
p: pointer
proc initGodotDictionary*(dest: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryNew(dest)
import godotinternaltypes, godotarrays, godotvariants, godotstrings
proc initGodotDictionary*(dest: var GodotDictionary;
src: GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryNewCopy(dest, src)
proc initGodotDictionary*(dest: var GodotDictionary; src: GodotDictionary) {.
importc: "godot_dictionary_new_copy".}
proc deinit*(self: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryDestroy(self)
proc deinit*(self: var GodotDictionary) {.
importc: "godot_dictionary_destroy".}
proc len*(self: GodotDictionary): cint {.inline.} =
getGDNativeAPI().dictionarySize(self)
proc initGodotDictionary*(dest: var GodotDictionary) {.
importc: "godot_dictionary_new".}
proc isEmpty*(self: GodotDictionary): bool {.inline.} =
getGDNativeAPI().dictionaryEmpty(self)
proc len*(self: GodotDictionary): cint {.
importc: "godot_dictionary_size".}
proc isEmpty*(self: GodotDictionary): bool {.
importc: "godot_dictionary_empty".}
proc clear*(self: var GodotDictionary) {.
importc: "godot_dictionary_clear".}
proc contains*(self: GodotDictionary; key: GodotVariant): bool {.
importc: "godot_dictionary_has".}
proc contains*(self: GodotDictionary; keys: GodotArray): bool {.
importc: "godot_dictionary_has_all".}
proc del*(self: var GodotDictionary; key: GodotVariant) {.
importc: "godot_dictionary_erase".}
proc clear*(self: var GodotDictionary) {.inline.} =
getGDNativeAPI().dictionaryClear(self)
proc godotHash*(self: GodotDictionary): cint {.
importc: "godot_dictionary_hash".}
proc keys*(self: GodotDictionary): GodotArray {.
importc: "godot_dictionary_keys".}
proc values*(self: GodotDictionary): GodotArray {.
importc: "godot_dictionary_values".}
proc `[]`*(self: GodotDictionary; key: GodotVariant): GodotVariant {.
importc: "godot_dictionary_get".}
proc `[]=`*(self: var GodotDictionary; key, value: GodotVariant) {.
importc: "godot_dictionary_set".}
proc mget*(self: var GodotDictionary; key: GodotVariant): ptr GodotVariant {.
importc: "godot_dictionary_operator_index".}
proc contains*(self: GodotDictionary; key: GodotVariant): bool {.inline.} =
getGDNativeAPI().dictionaryHas(self, key)
proc `==`*(self, other: GodotDictionary): bool {.
importc: "godot_dictionary_operator_equal".}
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)
proc toJson*(self: GodotDictionary): GodotString {.
importc: "godot_dictionary_to_json".}

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@ -1,313 +1,8 @@
# Copyright 2018 Xored Software, Inc.
const MAX_ARG_COUNT* = 256
# Copyright 2017 Xored Software, Inc.
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
GodotArray* {.byref.} = object
p: pointer
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)))
data: array[24, byte]

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@ -1,40 +1,32 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
import godotstrings
proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {.inline.} =
getGDNativeAPI().nodePathNew(dest, s)
type
GodotNodePath* {.byref.} = object
p: pointer
proc initGodotNodePath*(dest: var GodotNodePath;
src: GodotNodePath) {.inline.} =
getGDNativeAPI().nodePathNewCopy(dest, src)
proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {.
importc: "godot_node_path_new".}
proc deinit*(self: var GodotNodePath) {.
importc: "godot_node_path_destroy".}
proc toGodotString*(self: GodotNodePath): GodotString {.
importc: "godot_node_path_as_string".}
proc deinit*(self: var GodotNodePath) {.inline.} =
getGDNativeAPI().nodePathDestroy(self)
proc isAbsolute*(self: GodotNodePath): bool {.
noSideEffect, importc: "godot_node_path_is_absolute".}
proc nameCount*(self: GodotNodePath): cint {.
noSideEffect, importc: "godot_node_path_get_name_count".}
proc getName*(self: GodotNodePath; idx: cint): GodotString {.
noSideEffect, importc: "godot_node_path_get_name".}
proc subnameCount*(self: GodotNodePath): cint {.
noSideEffect, importc: "godot_node_path_get_subname_count".}
proc getSubname*(self: GodotNodePath; idx: cint): GodotString {.
noSideEffect, importc: "godot_node_path_get_subname".}
proc property*(self: GodotNodePath): GodotString {.
noSideEffect, importc: "godot_node_path_get_property".}
proc isEmpty*(self: GodotNodePath): bool {.
noSideEffect, importc: "godot_node_path_is_empty".}
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)
proc `==`*(a, b: GodotNodePath): bool {.
noSideEffect, importc: "godot_node_path_operator_equal".}

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@ -1,269 +1,376 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 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)
import godotinternaltypes, godotstrings
import "../core/godotbase.nim", "../core/colors.nim",
"../core/vector2.nim", "../core/vector3.nim"
proc initIdent*(dest: var ArrayT; src: ArrayT) {.inline.} =
getGDNativeAPI().newCopyProc(dest, src)
type
GodotPoolByteArray* {.byref.} = object
p: pointer
GodotPoolIntArray* {.byref.} = object
p: pointer
GodotPoolRealArray* {.byref.} = object
p: pointer
GodotPoolStringArray* {.byref.} = object
p: pointer
GodotPoolVector2Array* {.byref.} = object
p: pointer
GodotPoolVector3Array* {.byref.} = object
p: pointer
GodotPoolColorArray* {.byref.} = object
p: pointer
proc initIdent*(dest: var ArrayT; arr: GodotArray) {.inline.} =
getGDNativeAPI().newWithArrayProc(dest, arr)
# byte
proc deinit*(self: var ArrayT) {.inline.} =
getGDNativeAPI().destroyProc(self)
proc initGodotPoolByteArray*(dest: var GodotPoolByteArray) {.
importc: "godot_pool_byte_array_new".}
proc initGodotPoolByteArray*(dest: var GodotPoolByteArray;
src: GodotPoolByteArray) {.
importc: "godot_pool_byte_array_new_copy".}
proc initGodotPoolByteArray*(dest: var GodotPoolByteArray; arr: GodotArray) {.
importc: "godot_pool_byte_array_new_with_array".}
proc add*(self: var ArrayT; data: DataT) {.inline.} =
getGDNativeAPI().pushBackProc(self, data)
proc deinit*(self: var GodotPoolByteArray) {.
importc: "godot_pool_byte_array_destroy".}
proc add*(self: var ArrayT; arr: ArrayT) {.inline.} =
getGDNativeAPI().appendArrayProc(self, arr)
proc add*(self: var GodotPoolByteArray;
data: uint8) {.
importc: "godot_pool_byte_array_append".}
proc addFirst*(self: var GodotPoolByteArray, data: uint8) {.
importc: "godot_pool_byte_array_push_back".}
proc add*(self: var GodotPoolByteArray;
arr: GodotPoolByteArray) {.
importc: "godot_pool_byte_array_append_array".}
proc insert*(self: var GodotPoolByteArray; idx: cint;
data: uint8): Error {.
importc: "godot_pool_byte_array_insert".}
proc delete*(self: var GodotPoolByteArray; idx: cint) {.
importc: "godot_pool_byte_array_remove".}
proc insert*(self: var ArrayT; idx: cint;
data: DataT): Error {.inline.} =
getGDNativeAPI().insertProc(self, idx, data)
proc reverse*(self: var GodotPoolByteArray) {.
importc: "godot_pool_byte_array_invert".}
proc setLen*(self: var GodotPoolByteArray; size: cint) {.
importc: "godot_pool_byte_array_resize".}
proc delete*(self: var ArrayT; idx: cint) {.inline.} =
getGDNativeAPI().removeProc(self, idx)
proc `[]=`*(self: var GodotPoolByteArray; idx: cint; data: uint8) {.
importc: "godot_pool_byte_array_set".}
proc `[]`*(self: GodotPoolByteArray; idx: cint): uint8 {.
noSideEffect,
importc: "godot_pool_byte_array_get".}
proc len*(self: GodotPoolByteArray): cint {.
noSideEffect,
importc: "godot_pool_byte_array_size".}
proc reverse*(self: var ArrayT) {.inline.} =
getGDNativeAPI().invertProc(self)
iterator items*(arr: GodotPoolByteArray): byte =
for i in 0..<arr.len:
yield arr[i]
proc setLen*(self: var ArrayT; size: cint) {.inline.} =
getGDNativeAPI().resizeProc(self, size)
iterator pairs*(arr: GodotPoolByteArray): tuple[key: cint, val: byte] =
for i in 0..<arr.len:
yield (i, arr[i])
proc `[]=`*(self: var ArrayT; idx: cint; data: DataT) {.inline.} =
getGDNativeAPI().setProc(self, idx, data)
proc initGodotPoolIntArray*(dest: var GodotPoolIntArray) {.
importc: "godot_pool_int_array_new".}
proc initGodotPoolIntArray*(dest: var GodotPoolIntArray;
src: GodotPoolIntArray) {.
importc: "godot_pool_int_array_new_copy".}
proc initGodotPoolIntArray*(dest: var GodotPoolIntArray;
arr: GodotArray) {.
importc: "godot_pool_int_array_new_with_array".}
proc deinit*(self: var GodotPoolIntArray) {.
importc: "godot_pool_int_array_destroy".}
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 add*(self: var GodotPoolIntArray; data: cint) {.
importc: "godot_pool_int_array_append".}
proc addFirst*(self: var GodotPoolIntArray; data: cint) {.
importc: "godot_pool_int_array_push_back".}
proc add*(self: var GodotPoolIntArray; arr: GodotPoolIntArray) {.
importc: "godot_pool_int_array_append_array".}
proc insert*(self: var GodotPoolIntArray; idx: cint;
data: cint): Error {.
importc: "godot_pool_int_array_insert".}
proc delete*(self: var GodotPoolIntArray; idx: cint) {.
importc: "godot_pool_int_array_remove".}
proc reverse*(self: var GodotPoolIntArray) {.
importc: "godot_pool_int_array_invert".}
proc len*(self: ArrayT): cint {.inline.} =
getGDNativeAPI().sizeProc(self)
proc setLen*(self: var GodotPoolIntArray; size: cint) {.
importc: "godot_pool_int_array_resize".}
proc `[]=`*(self: var GodotPoolIntArray; idx: cint; data: cint) {.
importc: "godot_pool_int_array_set".}
proc `[]`*(self: GodotPoolIntArray; idx: cint): cint {.
noSideEffect,
importc: "godot_pool_int_array_get".}
proc len*(self: GodotPoolIntArray): cint {.
noSideEffect,
importc: "godot_pool_int_array_size".}
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 items*(arr: GodotPoolIntArray): cint =
for i in 0..<arr.len:
yield arr[i]
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*(arr: GodotPoolIntArray): tuple[key: cint, val: cint] =
for i in 0..<arr.len:
yield (i, arr[i])
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)
# Real
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 initGodotPoolRealArray*(dest: var GodotPoolRealArray) {.
importc: "godot_pool_real_array_new".}
proc initGodotPoolRealArray*(dest: var GodotPoolRealArray;
src: GodotPoolRealArray) {.
importc: "godot_pool_real_array_new_copy".}
proc initGodotPoolRealArray*(dest: var GodotPoolRealArray; arr: GodotArray) {.
importc: "godot_pool_real_array_new_with_array".}
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
proc deinit*(self: var GodotPoolRealArray) {.
importc: "godot_pool_real_array_destroy".}
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)
proc add*(self: var GodotPoolRealArray; data: float32) {.
importc: "godot_pool_real_array_append".}
proc addFirst*(self: var GodotPoolRealArray; data: float32) {.
importc: "godot_pool_real_array_push_back".}
proc add*(self: var GodotPoolRealArray; arr: GodotPoolRealArray) {.
importc: "godot_pool_real_array_append_array".}
proc insert*(self: var GodotPoolRealArray;
idx: cint; data: float32): Error {.
importc: "godot_pool_real_array_insert".}
proc delete*(self: var GodotPoolRealArray; idx: cint) {.
importc: "godot_pool_real_array_remove".}
proc reverse*(self: var GodotPoolRealArray) {.
importc: "godot_pool_real_array_invert".}
proc setLen*(self: var GodotPoolRealArray; size: cint) {.
importc: "godot_pool_real_array_resize".}
proc `[]=`*(self: var GodotPoolRealArray; idx: cint; data: float32) {.
importc: "godot_pool_real_array_set".}
proc `[]`*(self: GodotPoolRealArray; idx: cint): float32 {.
noSideEffect,
importc: "godot_pool_real_array_get".}
proc len*(self: GodotPoolRealArray): cint {.
noSideEffect,
importc: "godot_pool_real_array_size".}
genPoolArrayAPI(GodotPoolByteArray, initGodotPoolByteArray, byte,
poolByteArrayNew,
poolByteArrayNewCopy,
poolByteArrayNewWithArray,
poolByteArrayAppend,
poolByteArrayAppendArray,
poolByteArrayInsert,
poolByteArrayInvert,
poolByteArrayPushBack,
poolByteArrayRemove,
poolByteArrayResize,
poolByteArraySet,
poolByteArrayGet,
poolByteArraySize,
poolByteArrayDestroy,
poolByteArrayRead,
poolByteArrayWrite,
poolByteArrayReadAccessPtr,
poolByteArrayWriteAccessPtr,
poolByteArrayReadAccessDestroy,
poolByteArrayWriteAccessDestroy)
iterator items*(arr: GodotPoolRealArray): float32 =
for i in 0..<arr.len:
yield arr[i]
genPoolArrayAPI(GodotPoolIntArray, initGodotPoolIntArray, cint,
poolIntArrayNew,
poolIntArrayNewCopy,
poolIntArrayNewWithArray,
poolIntArrayAppend,
poolIntArrayAppendArray,
poolIntArrayInsert,
poolIntArrayInvert,
poolIntArrayPushBack,
poolIntArrayRemove,
poolIntArrayResize,
poolIntArraySet,
poolIntArrayGet,
poolIntArraySize,
poolIntArrayDestroy,
poolIntArrayRead,
poolIntArrayWrite,
poolIntArrayReadAccessPtr,
poolIntArrayWriteAccessPtr,
poolIntArrayReadAccessDestroy,
poolIntArrayWriteAccessDestroy)
iterator pairs*(arr: GodotPoolRealArray): tuple[key: cint, val: float32] =
for i in 0..<arr.len:
yield (i, arr[i])
genPoolArrayAPI(GodotPoolRealArray, initGodotPoolRealArray, float32,
poolRealArrayNew,
poolRealArrayNewCopy,
poolRealArrayNewWithArray,
poolRealArrayAppend,
poolRealArrayAppendArray,
poolRealArrayInsert,
poolRealArrayInvert,
poolRealArrayPushBack,
poolRealArrayRemove,
poolRealArrayResize,
poolRealArraySet,
poolRealArrayGet,
poolRealArraySize,
poolRealArrayDestroy,
poolRealArrayRead,
poolRealArrayWrite,
poolRealArrayReadAccessPtr,
poolRealArrayWriteAccessPtr,
poolRealArrayReadAccessDestroy,
poolRealArrayWriteAccessDestroy)
# String
genPoolArrayAPI(GodotPoolStringArray, initGodotPoolStringArray, GodotString,
poolStringArrayNew,
poolStringArrayNewCopy,
poolStringArrayNewWithArray,
poolStringArrayAppend,
poolStringArrayAppendArray,
poolStringArrayInsert,
poolStringArrayInvert,
poolStringArrayPushBack,
poolStringArrayRemove,
poolStringArrayResize,
poolStringArraySet,
poolStringArrayGet,
poolStringArraySize,
poolStringArrayDestroy,
poolStringArrayRead,
poolStringArrayWrite,
poolStringArrayReadAccessPtr,
poolStringArrayWriteAccessPtr,
poolStringArrayReadAccessDestroy,
poolStringArrayWriteAccessDestroy)
proc initGodotPoolStringArray*(dest: var GodotPoolStringArray) {.
importc: "godot_pool_string_array_new".}
proc initGodotPoolStringArray*(dest: var GodotPoolStringArray;
src: GodotPoolStringArray) {.
importc: "godot_pool_string_array_new_copy".}
proc initGodotPoolStringArray*(dest: var GodotPoolStringArray; arr: GodotArray) {.
importc: "godot_pool_string_array_new_with_array".}
genPoolArrayAPI(GodotPoolVector2Array, initGodotPoolVector2Array, Vector2,
poolVector2ArrayNew,
poolVector2ArrayNewCopy,
poolVector2ArrayNewWithArray,
poolVector2ArrayAppend,
poolVector2ArrayAppendArray,
poolVector2ArrayInsert,
poolVector2ArrayInvert,
poolVector2ArrayPushBack,
poolVector2ArrayRemove,
poolVector2ArrayResize,
poolVector2ArraySet,
poolVector2ArrayGet,
poolVector2ArraySize,
poolVector2ArrayDestroy,
poolVector2ArrayRead,
poolVector2ArrayWrite,
poolVector2ArrayReadAccessPtr,
poolVector2ArrayWriteAccessPtr,
poolVector2ArrayReadAccessDestroy,
poolVector2ArrayWriteAccessDestroy)
proc deinit*(self: var GodotPoolStringArray) {.
importc: "godot_pool_string_array_destroy".}
genPoolArrayAPI(GodotPoolVector3Array, initGodotPoolVector3Array, Vector3,
poolVector3ArrayNew,
poolVector3ArrayNewCopy,
poolVector3ArrayNewWithArray,
poolVector3ArrayAppend,
poolVector3ArrayAppendArray,
poolVector3ArrayInsert,
poolVector3ArrayInvert,
poolVector3ArrayPushBack,
poolVector3ArrayRemove,
poolVector3ArrayResize,
poolVector3ArraySet,
poolVector3ArrayGet,
poolVector3ArraySize,
poolVector3ArrayDestroy,
poolVector3ArrayRead,
poolVector3ArrayWrite,
poolVector3ArrayReadAccessPtr,
poolVector3ArrayWriteAccessPtr,
poolVector3ArrayReadAccessDestroy,
poolVector3ArrayWriteAccessDestroy)
proc initGodotPoolStringArray*(): GodotPoolStringArray {.inline.} =
initGodotPoolStringArray(result)
genPoolArrayAPI(GodotPoolColorArray, initGodotPoolColorArray, Color,
poolColorArrayNew,
poolColorArrayNewCopy,
poolColorArrayNewWithArray,
poolColorArrayAppend,
poolColorArrayAppendArray,
poolColorArrayInsert,
poolColorArrayInvert,
poolColorArrayPushBack,
poolColorArrayRemove,
poolColorArrayResize,
poolColorArraySet,
poolColorArrayGet,
poolColorArraySize,
poolColorArrayDestroy,
poolColorArrayRead,
poolColorArrayWrite,
poolColorArrayReadAccessPtr,
poolColorArrayWriteAccessPtr,
poolColorArrayReadAccessDestroy,
poolColorArrayWriteAccessDestroy)
proc initGodotPoolStringArray*(arr: GodotArray): GodotPoolStringArray {.inline.} =
initGodotPoolStringArray(result, arr)
proc add*(self: var GodotPoolStringArray; data: GodotString) {.
importc: "godot_pool_string_array_append".}
proc addFirst*(self: var GodotPoolStringArray; data: GodotString) {.
importc: "godot_pool_string_array_push_back".}
proc add*(self: var GodotPoolStringArray; arr: GodotPoolStringArray) {.
importc: "godot_pool_string_array_append_array".}
proc insert*(self: var GodotPoolStringArray;
idx: cint; data: GodotString): Error {.
importc: "godot_pool_string_array_insert".}
proc delete*(self: var GodotPoolStringArray; idx: cint) {.
importc: "godot_pool_string_array_remove".}
proc reverse*(self: var GodotPoolStringArray) {.
importc: "godot_pool_string_array_invert".}
proc setLen*(self: var GodotPoolStringArray; size: cint) {.
importc: "godot_pool_string_array_resize".}
proc `[]=`*(self: var GodotPoolStringArray; idx: cint;
data: GodotString) {.
importc: "godot_pool_string_array_set".}
proc `[]`*(self: GodotPoolStringArray; idx: cint): GodotString {.
noSideEffect,
importc: "godot_pool_string_array_get".}
proc len*(self: GodotPoolStringArray): cint {.
noSideEffect,
importc: "godot_pool_string_array_size".}
iterator items*(arr: GodotPoolStringArray): GodotString =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: GodotPoolStringArray): tuple[key: cint, val: GodotString] =
for i in 0..<arr.len:
yield (i, arr[i])
# Vector2
proc initGodotPoolVector2Array*(dest: var GodotPoolVector2Array) {.
importc: "godot_pool_vector2_array_new".}
proc initGodotPoolVector2Array*(dest: var GodotPoolVector2Array;
src: GodotPoolVector2Array) {.
importc: "godot_pool_vector2_array_new_copy".}
proc initGodotPoolVector2Array*(dest: var GodotPoolVector2Array;
arr: GodotArray) {.
importc: "godot_pool_vector2_array_new_with_array".}
proc deinit*(self: var GodotPoolVector2Array) {.
importc: "godot_pool_vector2_array_destroy".}
proc initGodotPoolVector2Array*(): GodotPoolVector2Array {.inline.} =
initGodotPoolVector2Array(result)
proc initGodotPoolVector2Array*(arr: GodotArray): GodotPoolVector2Array {.inline.} =
initGodotPoolVector2Array(result, arr)
proc add*(self: var GodotPoolVector2Array; data: Vector2) {.
importc: "godot_pool_vector2_array_append".}
proc addFirst*(self: var GodotPoolVector2Array; data: Vector2) {.
importc: "godot_pool_vector2_array_push_back".}
proc add*(self: var GodotPoolVector2Array;
arr: GodotPoolVector2Array) {.
importc: "godot_pool_vector2_array_append_array".}
proc insert*(self: var GodotPoolVector2Array;
idx: cint; data: Vector2): Error {.
importc: "godot_pool_vector2_array_insert".}
proc delete*(self: var GodotPoolVector2Array; idx: cint) {.
importc: "godot_pool_vector2_array_remove".}
proc reverse*(self: var GodotPoolVector2Array) {.
importc: "godot_pool_vector2_array_invert".}
proc setLen*(self: var GodotPoolVector2Array; size: cint) {.
importc: "godot_pool_vector2_array_resize".}
proc `[]=`*(self: var GodotPoolVector2Array; idx: cint;
data: Vector2) {.
importc: "godot_pool_vector2_array_set".}
proc `[]`*(self: GodotPoolVector2Array; idx: cint): Vector2 {.
noSideEffect,
importc: "godot_pool_vector2_array_get".}
proc len*(self: GodotPoolVector2Array): cint {.
noSideEffect,
importc: "godot_pool_vector2_array_size".}
iterator items*(arr: GodotPoolVector2Array): Vector2 =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: GodotPoolVector2Array): tuple[key: cint, val: Vector2] =
for i in 0..<arr.len:
yield (i, arr[i])
# Vector3
proc initGodotPoolVector3Array*(dest: var GodotPoolVector3Array) {.
importc: "godot_pool_vector3_array_new".}
proc initGodotPoolVector3Array*(dest: var GodotPoolVector3Array;
src: GodotPoolVector3Array) {.
importc: "godot_pool_vector3_array_new_copy".}
proc initGodotPoolVector3Array*(dest: var GodotPoolVector3Array;
arr: GodotArray) {.
importc: "godot_pool_vector3_array_new_with_array".}
proc deinit*(self: var GodotPoolVector3Array) {.
importc: "godot_pool_vector3_array_destroy".}
proc initGodotPoolVector3Array*(): GodotPoolVector3Array {.inline.} =
initGodotPoolVector3Array(result)
proc initGodotPoolVector3Array*(arr: GodotArray):
GodotPoolVector3Array {.inline.} =
initGodotPoolVector3Array(result, arr)
proc add*(self: var GodotPoolVector3Array;
data: Vector3) {.
importc: "godot_pool_vector3_array_append".}
proc addFirst*(self: var GodotPoolVector3Array;
data: Vector3) {.
importc: "godot_pool_vector3_array_push_back".}
proc add*(self: var GodotPoolVector3Array;
arr: GodotPoolVector3Array) {.
importc: "godot_pool_vector3_array_append_array".}
proc insert*(self: var GodotPoolVector3Array;
idx: cint; data: Vector3): Error {.
importc: "godot_pool_vector3_array_insert".}
proc delete*(self: var GodotPoolVector3Array; idx: cint) {.
importc: "godot_pool_vector3_array_remove".}
proc reverse*(self: var GodotPoolVector3Array) {.
importc: "godot_pool_vector3_array_invert".}
proc setLen*(self: var GodotPoolVector3Array; size: cint) {.
importc: "godot_pool_vector3_array_resize".}
proc `[]=`*(self: var GodotPoolVector3Array;
idx: cint; data: Vector3) {.
importc: "godot_pool_vector3_array_set".}
proc `[]`*(self: GodotPoolVector3Array;
idx: cint): Vector3 {.
noSideEffect,
importc: "godot_pool_vector3_array_get".}
proc len*(self: GodotPoolVector3Array): cint {.
noSideEffect,
importc: "godot_pool_vector3_array_size".}
iterator items*(arr: GodotPoolVector3Array): Vector3 =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: GodotPoolVector3Array): tuple[key: cint, val: Vector3] =
for i in 0..<arr.len:
yield (i, arr[i])
# Color
proc initGodotPoolColorArray*(dest: var GodotPoolColorArray) {.
importc: "godot_pool_color_array_new".}
proc initGodotPoolColorArray*(dest: var GodotPoolColorArray;
src: GodotPoolColorArray) {.
importc: "godot_pool_color_array_new_copy".}
proc initGodotPoolColorArray*(dest: var GodotPoolColorArray; arr: GodotArray) {.
importc: "godot_pool_color_array_new_with_array".}
proc deinit*(self: var GodotPoolColorArray) {.
importc: "godot_pool_color_array_destroy".}
proc initGodotPoolColorArray*(): GodotPoolColorArray {.inline.} =
initGodotPoolColorArray(result)
proc initGodotPoolColorArray*(arr: GodotArray): GodotPoolColorArray {.inline.} =
initGodotPoolColorArray(result, arr)
proc add*(self: var GodotPoolColorArray; data: Color) {.
importc: "godot_pool_color_array_append".}
proc addFirst*(self: var GodotPoolColorArray; data: Color) {.
importc: "godot_pool_color_array_push_back".}
proc add*(self: var GodotPoolColorArray; arr: GodotPoolColorArray) {.
importc: "godot_pool_color_array_append_array".}
proc insert*(self: var GodotPoolColorArray;
idx: cint; data: Color): Error {.
importc: "godot_pool_color_array_insert".}
proc delete*(self: var GodotPoolColorArray; idx: cint) {.
importc: "godot_pool_color_array_remove".}
proc reverse*(self: var GodotPoolColorArray) {.
importc: "godot_pool_color_array_invert".}
proc setLen*(self: var GodotPoolColorArray; size: cint) {.
importc: "godot_pool_color_array_resize".}
proc `[]=`*(self: var GodotPoolColorArray; idx: cint;
data: Color) {.
importc: "godot_pool_color_array_set".}
proc `[]`*(self: GodotPoolColorArray; idx: cint): Color {.
noSideEffect,
importc: "godot_pool_color_array_get".}
proc len*(self: GodotPoolColorArray): cint {.
noSideEffect,
importc: "godot_pool_color_array_size".}
iterator items*(arr: GodotPoolColorArray): Color =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: GodotPoolColorArray): tuple[key: cint, val: Color] =
for i in 0..<arr.len:
yield (i, arr[i])

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@ -1,50 +1,50 @@
# Copyright (c) 2018 Xored Software, Inc.
# Copyright (c) 2017 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
proc initGodotString(dest: var GodotString) {.inline, raises: [].} =
getGDNativeAPI().stringNew(dest)
type
GodotString* {.byref.} = object
p: pointer
proc initGodotString(dest: var GodotString) {.
importc: "godot_string_new".}
proc initGodotString(dest: var GodotString; contents: cstring;
size: cint) {.inline.} =
size: cint) {.
importc: "godot_string_new_data".}
## 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 getData(self: GodotString; dest: cstring;
size: var cint) {.
noSideEffect
importc: "godot_string_get_data".}
## Converts ``self`` into UTF-8 encoding, putting the result into ``dest``.
proc len*(self: GodotString): cint {.inline.} =
getGDNativeAPI().stringLength(self)
## Returns the length of string in bytes if it is represented as UTF-8.
getData(self, nil, result)
proc dataPtr*(self: GodotString): ptr cwchar_t {.inline.} =
getGDNativeAPI().stringWideStr(self)
proc cstring*(self: GodotString): cstring {.
importc: "godot_string_c_str".}
proc `==`*(self, b: GodotString): bool {.
importc: "godot_string_operator_equal".}
proc `<`*(self, b: GodotString): bool {.
importc: "godot_string_operator_less".}
proc `&`*(self, b: GodotString): GodotString {.
importc: "godot_string_operator_plus".}
proc deinit*(self: var GodotString) {.importc: "godot_string_destroy".}
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)
var length = self.len
result = newStringOfCap(length)
getData(self, addr result[0], length)
result.setLen(length)
assert(result[length] == '\0')
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))
if s.isNil:
initGodotString(result)
else:
initGodotString(result, cstring(s), cint(s.len + 1))
initGodotString(result, unsafeAddr s[0], cint(s.len + 1))
proc toGodotString*(s: cstring): GodotString {.inline.} =
## Converts the cstring into ``GodotString``

View file

@ -1,217 +1,190 @@
# 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()
# Copyright 2017 Xored Software, Inc.
type
VariantType* {.size: sizeof(cint), pure.} = enum
Nil, ## atomic types
Bool,
Int,
Real,
String,
# math types
Vector2, ## 5
Rect2,
Vector3,
Transform2D,
Plane,
Quat, ## 10
Rect3,
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
import godotinternaltypes, godotpoolarrays, godotstrings, godotnodepaths,
godotdictionaries
import "../core/vector2.nim", "../core/rect2.nim",
"../core/vector3.nim", "../core/transform2d.nim", "../core/planes.nim",
"../core/quats.nim", "../core/rect3.nim", "../core/basis.nim",
"../core/transforms.nim", "../core/colors.nim", "../core/rids.nim",
"../core/rect2.nim"
proc getType*(p: GodotVariant): VariantType {.
importc: "godot_variant_get_type".}
proc initGodotVariant*(dest: var GodotVariant) {.
importc: "godot_variant_new_nil".}
proc initGodotVariant*(dest: var GodotVariant, src: GodotVariant) {.
importc: "godot_variant_new_copy".}
proc initGodotVariant*(dest: var GodotVariant; b: bool) {.
importc: "godot_variant_new_bool".}
proc initGodotVariant*(dest: var GodotVariant; i: uint64) {.
importc: "godot_variant_new_uint".}
proc initGodotVariant*(dest: var GodotVariant; i: int64) {.
importc: "godot_variant_new_int".}
proc initGodotVariant*(dest: var GodotVariant; r: cdouble) {.
importc: "godot_variant_new_real".}
proc initGodotVariant*(dest: var GodotVariant; s: GodotString) {.
importc: "godot_variant_new_string".}
proc initGodotVariant*(dest: var GodotVariant; v2: Vector2) {.
importc: "godot_variant_new_vector2".}
proc initGodotVariant*(dest: var GodotVariant; rect2: Rect2) {.
importc: "godot_variant_new_rect2".}
proc initGodotVariant*(dest: var GodotVariant; v3: Vector3) {.
importc: "godot_variant_new_vector3".}
proc initGodotVariant*(dest: var GodotVariant; t2d: Transform2D) {.
importc: "godot_variant_new_transform2d".}
proc initGodotVariant*(dest: var GodotVariant; plane: Plane) {.
importc: "godot_variant_new_plane".}
proc initGodotVariant*(dest: var GodotVariant; quat: Quat) {.
importc: "godot_variant_new_quat".}
proc initGodotVariant*(dest: var GodotVariant; rect3: Rect3) {.
importc: "godot_variant_new_rect3".}
proc initGodotVariant*(dest: var GodotVariant; basis: Basis) {.
importc: "godot_variant_new_basis".}
proc initGodotVariant*(dest: var GodotVariant; trans: Transform) {.
importc: "godot_variant_new_transform".}
proc initGodotVariant*(dest: var GodotVariant; color: Color) {.
importc: "godot_variant_new_color".}
proc initGodotVariant*(dest: var GodotVariant; nodePath: GodotNodePath) {.
importc: "godot_variant_new_node_path".}
proc initGodotVariant*(dest: var GodotVariant; rid: RID) {.
importc: "godot_variant_new_rid".}
proc initGodotVariant*(dest: var GodotVariant; obj: ptr GodotObject) {.
importc: "godot_variant_new_object".}
proc initGodotVariant*(dest: var GodotVariant; arr: GodotArray) {.
importc: "godot_variant_new_array".}
proc initGodotVariant*(dest: var GodotVariant; pba: GodotPoolByteArray) {.
importc: "godot_variant_new_pool_byte_array".}
proc initGodotVariant*(dest: var GodotVariant; pia: GodotPoolIntArray) {.
importc: "godot_variant_new_pool_int_array".}
proc initGodotVariant*(dest: var GodotVariant; pra: GodotPoolRealArray) {.
importc: "godot_variant_new_pool_real_array".}
proc initGodotVariant*(dest: var GodotVariant; psa: GodotPoolStringArray) {.
importc: "godot_variant_new_pool_string_array".}
proc initGodotVariant*(dest: var GodotVariant; pv2a: GodotPoolVector2Array) {.
importc: "godot_variant_new_pool_vector2_array".}
proc initGodotVariant*(dest: var GodotVariant; pv3a: GodotPoolVector3Array) {.
importc: "godot_variant_new_pool_vector3_array".}
proc initGodotVariant*(dest: var GodotVariant; pca: GodotPoolColorArray) {.
importc: "godot_variant_new_pool_color_array".}
proc initGodotVariant*(dest: var GodotVariant; dict: GodotDictionary) {.
importc: "godot_variant_new_dictionary".}
proc deinit*(v: var GodotVariant) {.importc: "godot_variant_destroy".}
proc asBool*(self: GodotVariant): bool {.
importc: "godot_variant_as_bool".}
proc asUInt*(self: GodotVariant): uint64 {.
importc: "godot_variant_as_uint".}
proc asInt*(self: GodotVariant): int64 {.
importc: "godot_variant_as_int".}
proc asReal*(self: GodotVariant): cdouble {.
importc: "godot_variant_as_real".}
proc asGodotString*(self: GodotVariant): GodotString {.
importc: "godot_variant_as_string".}
proc asVector2*(self: GodotVariant): Vector2 {.
importc: "godot_variant_as_vector2".}
proc asRect2*(self: GodotVariant): Rect2 {.
importc: "godot_variant_as_rect2".}
proc asVector3*(self: GodotVariant): Vector3 {.
importc: "godot_variant_as_vector3".}
proc asTransform2D*(self: GodotVariant): Transform2D {.
importc: "godot_variant_as_transform2d".}
proc asPlane*(self: GodotVariant): Plane {.
importc: "godot_variant_as_plane".}
proc asQuat*(self: GodotVariant): Quat {.
importc: "godot_variant_as_quat".}
proc asRect3*(self: GodotVariant): Rect3 {.
importc: "godot_variant_as_rect3".}
proc asBasis*(self: GodotVariant): Basis {.
importc: "godot_variant_as_basis".}
proc asTransform*(self: GodotVariant): Transform {.
importc: "godot_variant_as_transform".}
proc asColor*(self: GodotVariant): Color {.
importc: "godot_variant_as_color".}
proc asNodePath*(self: GodotVariant): GodotNodePath {.
importc: "godot_variant_as_node_path".}
proc asRID*(self: GodotVariant): RID {.
importc: "godot_variant_as_rid".}
proc asGodotObject*(self: GodotVariant): ptr GodotObject {.
importc: "godot_variant_as_object".}
proc asGodotArray*(self: GodotVariant): GodotArray {.
importc: "godot_variant_as_array".}
proc asGodotPoolByteArray*(self: GodotVariant): GodotPoolByteArray {.
importc: "godot_variant_as_pool_byte_array".}
proc asGodotPoolIntArray*(self: GodotVariant): GodotPoolIntArray {.
importc: "godot_variant_as_pool_int_array".}
proc asGodotPoolRealArray*(self: GodotVariant): GodotPoolRealArray {.
importc: "godot_variant_as_pool_real_array".}
proc asGodotPoolStringArray*(self: GodotVariant): GodotPoolStringArray {.
importc: "godot_variant_as_pool_string_array".}
proc asGodotPoolVector2Array*(self: GodotVariant): GodotPoolVector2Array {.
importc: "godot_variant_as_pool_vector2_array".}
proc asGodotPoolVector3Array*(self: GodotVariant): GodotPoolVector3Array {.
importc: "godot_variant_as_pool_vector3_array".}
proc asGodotPoolColorArray*(self: GodotVariant): GodotPoolColorArray {.
importc: "godot_variant_as_pool_color_array".}
proc asGodotDictionary*(self: GodotVariant): GodotDictionary {.
importc: "godot_variant_as_dictionary".}
proc call*(self: GodotVariant; meth: GodotString;
args: var array[128, GodotVariant]; argCount: cint;
error: var VariantCallError): GodotVariant {.
importc: "godot_variant_call".}
proc hasMethod*(self: GodotVariant; meth: GodotString): bool {.
importc: "godot_variant_has_method".}
proc `==`*(self, other: GodotVariant): bool {.
importc: "godot_variant_operator_equal".}
proc `<`*(self, other: GodotVariant): bool {.
importc: "godot_variant_operator_less".}
proc hashCompare*(self, other: GodotVariant): bool {.
importc: "godot_variant_hash_compare".}
proc booleanize*(self: GodotVariant; isValid: var bool): bool {.
importc: "godot_variant_booleanize".}

View file

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

View file

@ -1,8 +1,8 @@
# Copyright 2018 Xored Software, Inc.
# Copyright 2017 Xored Software, Inc.
import macros, tables, typetraits, strutils, sets, sequtils, options, algorithm
import godotinternal, internal/godotvariants
import godotnim, core/variants
import macros, tables, typetraits
import "../godotinternal.nim", "../internal/godotvariants.nim"
import godotnim, "../core/variants.nim"
type
VarDecl = ref object
@ -10,10 +10,9 @@ type
typ: NimNode
defaultValue: NimNode
isNoGodot: bool
hint: Option[string]
hintStr: Option[string]
usage: NimNode
isExported: bool
hint: string
hintTip: string
usage: string
MethodDecl = ref object
name: string
@ -28,62 +27,58 @@ type
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
result.name = $(definition.ident)
else:
if not (definition.kind == nnkInfix and
definition[0].strVal == "of"):
if not (definition.kind == nnkInfix and definition[0].ident == !"of"):
parseError(definition, "invalid type definition")
result.name = definition[1].strVal
result.name = $(definition[1].ident)
case definition[2].kind:
of nnkIdent:
result.parentName = definition[2].strVal
result.parentName = $definition[2].ident
else:
parseError(definition[2], "parent type expected")
when not declared(newRStrLit):
proc newRStrLit(s: string): NimNode {.compileTime.} =
result = newNimNode(nnkRStrLit)
result.strVal = s
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] =
tuple[key: NimIdent, value: string, 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)
let val = $(node[index][1])
yield (node[index][0].ident, val, index)
elif node[index].kind == nnkIdent:
yield (node[index].strVal, nil, index)
yield (node[index].ident, nil, index)
proc removePragmaNode(statement: NimNode,
pname: string): NimNode {.compileTime.} =
proc removePragma(statement: NimNode, pname: string): bool =
## Removes the pragma from the node and returns whether pragma was removed
if not (RoutineNodes.contains(statement.kind) or
statement.kind == nnkPragmaExpr):
return false
var pragmas = if RoutineNodes.contains(statement.kind): statement.pragma()
else: statement[1]
let pnameIdent = !pname
for ident, val, i in pragmas(pragmas):
if ident == pnameIdent:
pragmas.del(i)
return true
proc removeStrPragma(statement: NimNode,
pname: string): string {.compileTime.} =
## Removes the pragma from the node and returns value of the pragma
## Works for routine nodes or nnkPragmaExpr
if not (RoutineNodes.contains(statement.kind) or
@ -93,30 +88,11 @@ proc removePragmaNode(statement: NimNode,
result = nil
var pragmas = if RoutineNodes.contains(statement.kind): statement.pragma()
else: statement[1]
let pnameIdent = !pname
for ident, val, i in pragmas(pragmas):
if ident.eqIdent(pname):
if ident == pnameIdent:
pragmas.del(i)
return val
proc removePragma(statement: NimNode, pname: string): bool =
## Removes the pragma from the node and returns whether pragma was removed
if not (RoutineNodes.contains(statement.kind) or
statement.kind == nnkPragmaExpr):
return false
var pragmas = if RoutineNodes.contains(statement.kind): statement.pragma()
else: statement[1]
for ident, val, i in pragmas(pragmas):
if ident.eqIdent(pname):
pragmas.del(i)
return true
proc removeStrPragma(statement: NimNode,
pname: string): Option[string] {.compileTime.} =
## Removes the pragma from the node and returns value of the pragma
## Works for routine nodes or nnkPragmaExpr
let node = removePragmaNode(statement, pname)
result = if node.isNil: none(string)
else: some($node)
return (if val.isNil: "" else: val)
proc isExported(node: NimNode): bool {.compileTime.} =
if node.kind == nnkPragmaExpr:
@ -128,36 +104,38 @@ 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 hintTip = removeStrPragma(nameNode, "tip")
let usage = removeStrPragma(nameNode, "usage")
let isGdExport = removePragma(nameNode, "gdExport")
if not nameNode.isExported() and isGdExport:
parseError(nameNode, "gdExport is not applicable for private fields")
let isNoGodot = not nameNode.isExported() or not isGdExport
result.add(VarDecl(
name: if nameNode.kind == nnkPragmaExpr: nameNode[0].basename()
else: nameNode.basename(),
typ: typ,
typ: identDefs[identDefs.len - 2],
defaultValue: identDefs[identDefs.len - 1],
hint: hint,
hintStr: hintStr,
isNoGodot: not isGdExport,
usage: usage,
isExported: nameNode.isExported()
hintTip: hintTip,
isNoGodot: isNoGodot,
usage: usage
))
proc parseMethod(meth: NimNode): MethodDecl =
assert(meth.kind in {nnkProcDef, nnkMethodDef})
let methName = meth[0]
let isGdExport = removePragma(meth, "gdExport")
let isNoGodot = (meth.kind != nnkMethodDef and not isGdExport) or
removePragma(meth, "noGdExport")
if not methName.isExported() and isGdExport:
parseError(meth, "gdExport is not applicable for private procs/methods")
let isNoGodot = meth.kind != nnkMethodDef and (
not methName.isExported() or
not isGdExport
) or removePragma(meth, "noExport")
result = MethodDecl(
name: $meth[0].basename,
args: newSeq[VarDecl](),
@ -172,33 +150,16 @@ proc parseMethod(meth: NimNode): MethodDecl =
proc parseVarSection(decl: NimNode): seq[VarDecl] =
assert(decl.kind == nnkVarSection)
for i in 0..<decl.len:
if i == 0:
result = identDefsToVarDecls(decl[i])
else:
result.add(identDefsToVarDecls(decl[i]))
result = identDefsToVarDecls(decl[0])
proc parseType(ast: NimNode): ObjectDecl =
let definition = ast[0]
let body = ast[^1]
proc parseType(definition, callSite: NimNode): ObjectDecl =
let body = callSite[^1]
result = ObjectDecl(
fields: newSeq[VarDecl](),
methods: newSeq[MethodDecl]()
)
(result.name, result.parentName) = extractNames(definition)
var isTool = false
for i in 1..(ast.len - 2):
let option = ast[i]
if option.kind != nnkIdent:
parseError(option, "type specifier expected")
if option.strVal == "tool":
isTool = true
else:
parseError(option, "valid type specifier expected")
result.isTool = isTool
if result.parentName.len == 0: result.parentName = "Object"
if result.parentName.isNil: result.parentName = "Object"
for statement in body:
case statement.kind:
of nnkVarSection:
@ -215,7 +176,7 @@ proc parseType(ast: NimNode): ObjectDecl =
macro invokeVarArgs(procIdent, objIdent;
minArgs, maxArgs: static[int], numArgsIdent,
argSeqIdent; argTypes: seq[NimNode],
hasReturnValue, isStaticCall: static[bool]): untyped =
hasReturnValue: static[bool]): typed =
## Produces statement in form:
##
## .. code-block:: nim
@ -257,7 +218,7 @@ macro invokeVarArgs(procIdent, objIdent;
for i in minArgs..maxArgs:
let branch = newNimNode(nnkOfBranch).add(newIntLitNode(i))
let branchBody = newStmtList()
var invocation = newNimNode(nnkCall)
let invocation = newNimNode(nnkCall)
invocation.add(procIdent)
invocation.add(objIdent) # self
for idx in 0..<i:
@ -267,17 +228,9 @@ macro invokeVarArgs(procIdent, objIdent;
branchBody.add(getAst(conv($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")))
newCall("toGodot", invocation), ident("godotVariant")))
branchBody.add(getAst(initGodotVariantCall(ident("result"), theCall)))
else:
branchBody.add(invocation)
@ -292,18 +245,18 @@ macro invokeVarArgs(procIdent, objIdent;
" arguments, but got " & $numArgs)
result.add(newNimNode(nnkElse).add(getAst(
printInvokeErr(procIdent.strVal, minArgs, maxArgs, numArgsIdent))))
printInvokeErr($procIdent.ident, minArgs, maxArgs, numArgsIdent))))
proc typeError(nimType: string, value: string, godotType: VariantType,
proc typeError(nimType: cstring, value: string, godotType: VariantType,
className: cstring, propertyName: cstring): string =
result = "Tried to assign incompatible value " & value & " (" & $godotType &
") to field \"" & $propertyName & ": " & $nimType & "\" of " &
") to field \"" & $propertyName & "\" (" & $nimType & ") of " &
$className
proc rangeError(nimType: string, value: string, className: cstring,
proc rangeError(nimType: cstring, value: string, className: cstring,
propertyName: cstring): string =
result = "Tried to assign the out-of-range value " & value &
" to field \"" & $propertyName & ": " & $nimType & "\" of " &
" to field \"" & $propertyName & "\" (" & $nimType & ") of " &
$className
@ -319,56 +272,36 @@ proc nimDestroyRefFunc(obj: ptr GodotObject, methData: pointer,
# 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 refcountIncremented*(obj: NimGodotObject) =
GC_ref(obj)
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)
proc refcountDecremented*(obj: NimGodotObject): bool =
GC_unref(obj)
template registerGodotClass(classNameIdent, classNameLit; isRefClass: bool;
baseNameLit, createFuncIdent; isTool: bool) =
template registerGodotClass(classNameIdent, classNameLit, isRef,
baseNameLit, createFuncIdent) =
proc createFuncIdent(obj: ptr GodotObject,
methData: pointer): pointer {.noconv.} =
var nimObj: classNameIdent
new(nimObj, nimGodotObjectFinalizer[classNameIdent])
let nimObj = new(classNameIdent)
nimObj.setOwn()
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
destroyFunc: when isRef: nimDestroyRefFunc else: nimDestroyFunc
)
registerClass(classNameIdent, classNameLit, false)
when isTool:
nativeScriptRegisterToolClass(getNativeLibHandle(), classNameLit,
baseNameLit, createFuncObj, destroyFuncObj)
else:
nativeScriptRegisterClass(getNativeLibHandle(), classNameLit,
baseNameLit, createFuncObj, destroyFuncObj)
godotScriptRegisterClass(getNativeLibHandle(), classNameLit, baseNameLit,
createFuncObj, destroyFuncObj)
template registerGodotField(classNameLit, classNameIdent, propNameLit,
propNameIdent, propTypeLit, propTypeIdent,
setFuncIdent, getFuncIdent, hintStrLit,
hintIdent, usageExpr, hasDefaultValue,
setFuncIdent, getFuncIdent, hintTipLit,
hintIdent, usageIdent, hasDefaultValue,
defaultValueNode) =
proc setFuncIdent(obj: ptr GodotObject, methData: pointer,
nimPtr: pointer, val: GodotVariant) {.noconv.} =
@ -399,35 +332,18 @@ template registerGodotField(classNameLit, classNameIdent, propNameLit,
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
typ: ord(godotVariantType(propTypeIdent)),
hintString: hintTipLit.toGodotString(),
hint: GodotPropertyHint.hintIdent,
usage: GodotPropertyUsageFlags.usageIdent
)
{.push warning[ProveInit]: on.}
when hasDefaultValue:
attr.defaultValue = (defaultValueNode).toVariant().godotVariant[]
nativeScriptRegisterProperty(getNativeLibHandle(), classNameLit, propNameLit,
unsafeAddr attr, setFunc, getFunc)
hintStrGodot.deinit()
attr.defaultValue = (defaultValueNode).toGodot()
godotScriptRegisterProperty(getNativeLibHandle(), classNameLit, propNameLit,
attr, setFunc, getFunc)
static:
import strutils, sets
proc toGodotStyle(s: string): string {.compileTime.} =
result = newStringOfCap(s.len + 10)
for c in s:
@ -440,7 +356,7 @@ proc toGodotStyle(s: string): string {.compileTime.} =
proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
result = newNimNode(nnkStmtList)
# Nim type definition
# 1. Nim type definition
let typeDef = newNimNode(nnkTypeDef)
result.add(newNimNode(nnkTypeSection).add(typeDef))
typeDef.add(postfix(ident(obj.name), "*"))
@ -448,50 +364,25 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
let objTy = newNimNode(nnkObjectTy)
typeDef.add(newNimNode(nnkRefTy).add(objTy))
objTy.add(newEmptyNode())
if obj.parentName.len == 0:
if obj.parentName.isNil:
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))
parseError(decl.defaultValue,
"Default values are not supported for fields for now.")
recList.add(newIdentDefs(decl.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)
# 2. {.this: self.} for convenience
result.add(newNimNode(nnkPragma).add(newNimNode(nnkExprColonExpr).add(
ident("this"), ident("self")
)))
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
# 3. Nim proc defintions
var decls = newSeqOfCap[NimNode](obj.methods.len)
for meth in obj.methods:
let selfArg = newIdentDefs(ident("self"), ident(obj.name))
@ -508,81 +399,55 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
for meth in obj.methods:
result.add(meth.nimNode)
# Register Godot object
let parentName = if obj.parentName.len == 0: newStrLitNode("Object")
# 4. Register Godot object
let parentName = if obj.parentName.isNil: newStrLitNode("Object")
else: newStrLitNode(obj.parentName)
let classNameLit = newStrLitNode(obj.name)
let classNameLit = newCStringLit(obj.name)
let classNameIdent = ident(obj.name)
let isRef: bool = if obj.parentName.len == 0: false
let isRef: bool = if obj.parentName.isNil: 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))))
registerGodotClass(classNameIdent, classNameLit, isRef, parentName,
genSym(nskProc, "createFunc"))))
# Register fields (properties)
# 5. 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 hintTip = if field.hintTip.isNil: ""
else: field.hintTip
let hint = if field.hint.isNil: "None"
else: field.hint
let usage = if field.usage.isNil: "Default"
else: field.usage
let hasDefaultValue = not field.defaultValue.isNil and
field.defaultValue.kind != nnkEmpty
let hintIdent = ident(hint)
let nimType = repr field.typ
let usageIdent = ident(usage)
result.add(getAst(
registerGodotField(classNameLit, classNameIdent,
newCStringLit(toGodotStyle($field.name.basename())),
ident(field.name), nimType,
ident(field.name), newCStringLit($field.typ),
field.typ, genSym(nskProc, "setFunc"),
genSym(nskProc, "getFunc"),
newStrLitNode(hintStr), hintIdent, usage,
newStrLitNode(hintTip), hintIdent, usageIdent,
ident($hasDefaultValue), field.defaultValue)))
# Register methods
# 6. 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)
args, argTypes, hasReturnValue)
else:
try:
invokeVarArgs(methodNameIdent, self, minArgs, maxArgs, numArgs,
args, argTypes, hasReturnValue, isStaticCall)
args, argTypes, hasReturnValue)
except:
let ex = getCurrentException()
printError("Unhandled Nim exception (" & $ex.name & "): " &
@ -591,8 +456,8 @@ N_NOINLINE(void, setStackBottom)(void* thestackbottom);
let meth = GodotInstanceMethod(
meth: methFuncIdent
)
nativeScriptRegisterMethod(getNativeLibHandle(), classNameLit,
methodNameLit, GodotMethodAttributes(), meth)
godotScriptRegisterMethod(getNativeLibHandle(), classNameLit, methodNameLit,
GodotMethodAttributes(), meth)
for meth in obj.methods:
if meth.isNoGodot: continue
@ -609,8 +474,8 @@ N_NOINLINE(void, setStackBottom)(void* thestackbottom);
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"))
(meth.returnType.kind == nnkIdent and
meth.returnType.ident == !"void"))
let hasReturnValue = if hasReturnValueBool: ident("true")
else: ident("false")
result.add(getAst(
@ -621,64 +486,18 @@ N_NOINLINE(void, setStackBottom)(void* thestackbottom);
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)))
let noArgs = newSeq[NimNode]()
result.add(getAst(
registerGodotMethod(classNameLit, classNameIdent, ident("refcountIncremented"),
cstring"_refcount_incremented", 0, 0,
noArgs, genSym(nskProc, "refcount_incremented"),
ident("false"))))
result.add(getAst(
registerGodotMethod(classNameLit, classNameIdent, ident("refcountDecremented"),
cstring"_refcount_decremented", 0, 0,
noArgs, genSym(nskProc, "refcount_decremented"),
ident("true"))))
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)
macro gdobj*(definition: untyped, body: untyped): typed =
let typeDef = parseType(definition, callsite())
result = genType(typeDef)

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

View file

@ -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>
"""

14
godot/nimruntime.nim Normal file
View file

@ -0,0 +1,14 @@
# Copyright 2017 Xored Software, Inc.
import asyncdispatch
import godot, node
gdobj NimRuntime of Node:
method process*(delta: float64) =
if asyncdispatch.hasPendingOperations():
poll(0)
GC_step(2000, false, 0)
when not defined(release):
onUnhandledException = proc(errorMsg: string) =
printError("Unhandled Nim exception: " & errorMsg)