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67 commits

Author SHA1 Message Date
Ruslan Mustakov
4175dbb3e5 Bump version to 0.8.2 2021-05-03 23:18:50 +07:00
7eadb07820 Move template below arrays import
Fixes #81 

Alternate workaround for https://github.com/nim-lang/Nim/issues/16462 without changing VariantType.
2021-05-03 23:17:18 +07:00
Jason
00d8ac2691 Support nim case insensitivy in pragmas 2021-03-12 11:09:55 +07:00
Arun Dilipan
388bea9205 Added moveToward for vectors. 2020-12-13 12:13:41 +07:00
ShalokShalom
f25c3c7a5d Clarify version compability
One guy in the chat just asked me, if this binding is for 3.0 only, or also for 3.2.3
2020-10-17 13:22:31 +07:00
Ruslan Mustakov
d3e5f91b40 Fix wrapping methods with Array return types 2020-08-14 01:44:48 +07:00
Ruslan Mustakov
3f46e3c648 Break reference cycle in NimGodotObject 2020-06-05 16:53:34 +07:00
Ruslan Mustakov
87707a86b4 Remove Travis badge from README
Need to fix the CI script.
2020-06-03 18:06:18 +07:00
Ruslan Mustakov
031774f54f More efficient and GC-safe conversions in API generator 2020-06-03 17:58:47 +07:00
Ruslan Mustakov
ed9ede5cb3 Up version to 0.7.27 2020-02-05 12:34:44 +07:00
Konstantin Zaitsev
a49fcbdac7 Fix variant size for 32bit platform with memory alignment 2020-02-05 11:36:42 +07:00
zetashift
157a90e4a0
add gensym in hygienic template fix thanks to demotohiro (#55)
Add gensym in hygienic template fix thanks to demotohiro
2020-02-05 11:35:50 +07:00
Ruslan Mustakov
d1b82d351c Fix unsigned int conversion to/from Variant 2019-12-23 20:53:13 +07:00
Ruslan Mustakov
78d3626fa3 Do not log error when casting fails
This allows not to perform unnecessary 'of' check before
casting, if cast failure is expected.
2019-12-04 23:58:13 +07:00
Ruslan Mustakov
1b8e7ccd98 Add variant conversion for Option[T] 2019-10-02 15:26:41 +07:00
Ruslan Mustakov
c2db807da4 Up version to 0.7.23 2019-09-20 09:20:50 +07:00
Dwana Games
7dd1b1ed5f Add self to field initialization 2019-09-20 09:20:27 +07:00
Ruslan Mustakov
2f3f4034cf Fix newVariant for nil strings and older Nim 2019-09-18 13:27:31 +07:00
Ruslan Mustakov
19b0c23d62 Finalize support for Nim 0.20
Closes #32, closes #41.
2019-09-15 20:11:15 +07:00
Dwana Games
0fecfdb3b8 Updated to work with nim 0.20
- Attempt to fix deprecated this:self pragma by injecting self to methods and properties (needs more testing)
- Changed import headers to use / (slash) instead of . (period)
- Fixed object branch in godotapigen.nim
- Fixed deprecated nimNode.ident with nimNode.strVal

Fix toGodotName function

Consider procCall calls as special cases, otherwise it gives problems in _init function

Fix infinite recursive call in Godot 3.2
2019-09-15 15:34:09 +07:00
zetashift
34fda99def Small changes to add 0.18.0 compatibility
Change toGodotName back to macro because that got fixed in devel

change isSome to isNone in godotapigen
2019-09-15 15:33:59 +07:00
Fabian Keller
3a935b9308 attempt to make 0.19 compatible
workaround for nim/macro/typedesc issue

work-around for nim-lang/Nim#7375

fixed more isNil usages

fixed new name of setStackBottom
2019-09-15 15:33:44 +07:00
Konstantin Zaitsev
f45281f5a0 Fix possible double free memory on exit 2019-09-12 18:59:11 +07:00
Ruslan Mustakov
db4bb91765 Fix editor crash in multithreaded mode 2019-07-09 13:48:54 +07:00
Ruslan Mustakov
e9d73d8ec4 Fix GDNative API procedure declarations
Earlier signature mismatch caused problems on macOS with Godot 3.1.
2018-10-11 19:06:05 +07:00
Ruslan Mustakov
859f9f04fb OrderedTable to Variant conversion support 2018-09-21 16:34:09 +07:00
Evgeny Zuev
ceaf66a34c Make classRegistry use hashes instead of strings as keys for faster lookup
Up version to 0.7.16
2018-08-29 13:44:37 +07:00
Ruslan Mustakov
fd5f77e7c2 Fix gdobj to properly handle var block 2018-08-14 17:59:24 +07:00
Evgeny Zuev
8d68051f23 Fix system.of being preferred over godot.of in some cases
Fix `as` fails when argument `obj` is not convertible to `T`
Up version to 0.7.14
2018-06-21 17:53:01 +07:00
Ruslan Mustakov
13f5aba3fe Up version to 0.7.13 2018-06-04 17:26:26 +07:00
Ruslan Mustakov
b3ad6134d9 Fix doc generation 2018-06-04 16:24:52 +07:00
Ruslan Mustakov
1e8ccfea2b Fix handling of Error as an argument in Godot API 2018-06-04 14:28:14 +07:00
Ruslan Mustakov
9e61030817 Up version to 0.7.12 2018-06-04 11:50:37 +07:00
Ruslan Mustakov
66c939b9e6 Fix for latest Nim
Closes #23.
2018-06-04 11:50:37 +07:00
Ruslan Mustakov
76de026b4f Implement hash proc for Godot types 2018-06-04 11:50:37 +07:00
Ruslan Mustakov
4eb771e9be Support all the default values 2018-06-04 11:50:37 +07:00
Ruslan Mustakov
2dd0130c78 Avoid name clashes between properties and methods
Fixes #19.
2018-06-04 11:50:37 +07:00
Ruslan Mustakov
651c2d823c Handle nil object references properly
Fixes #26.
2018-06-04 11:50:37 +07:00
Ruslan Mustakov
8b1ac6d835 Fix compilation with C++ backend. Fixes #25. 2018-06-04 11:50:37 +07:00
Jon Renner
21ca9a088b export Vector2 normalize proc 2018-05-19 14:30:02 +07:00
Ruslan Mustakov
96dfc7de90 Fix for latest Nim 2018-05-16 15:06:57 +07:00
Ruslan Mustakov
a1d1481967 Add a remark to thread enter warning 2018-05-14 21:15:11 +07:00
Ruslan Mustakov
6e014bbc01 Make godotapigen use getter return type for property types
Fixes #20.
2018-04-24 11:12:49 +07:00
Ruslan Mustakov
dc6ebaf575 Fix GDNative API version check
Fixes #18.
2018-03-31 17:45:50 +07:00
Ruslan Mustakov
be6f01e3b7 More pool array features: subarray, mitems, mpairs 2018-02-22 18:55:52 +07:00
Ruslan Mustakov
d11856377e Implement Vector2 and Rect2 procs
This allows compiler to inline/optimize them, which cannot be done if
these procs are invoked via GDNative API.
2018-02-17 23:44:07 +07:00
Ruslan Mustakov
0aab6e17ef Update license year and fix doc to have Godot 3.0 download URL 2018-01-31 20:52:15 +07:00
Ruslan Mustakov
5ccf351b5a Fix Variant export 2018-01-31 20:30:13 +07:00
Ruslan Mustakov
f05eb090f7 Update after GDNative API changes 2018-01-25 17:52:58 +07:00
Ruslan Mustakov
e3216f09d0 Update ref types not to be var in parameters 2018-01-25 17:39:01 +07:00
Ruslan Mustakov
ae3171cb98 Fix Vector2 += 2018-01-15 11:01:48 +07:00
Ruslan Mustakov
d4ab8a5524 Update after recent GDNative API changes 2018-01-12 23:22:50 +07:00
Ruslan Mustakov
09326f5104 Fix Reference leak and improve gdnew performance 2018-01-11 16:52:41 +07:00
Ruslan Mustakov
d89073bac8 Do not depend on asyncdispatch
Instead, allow to register frame callbacks.
2017-12-29 11:52:00 +07:00
Ruslan Mustakov
e2feb06468 Add indexed property support 2017-12-18 17:22:12 +07:00
Ruslan Mustakov
4d19140d7c Update for latest GDNative API changes 2017-12-18 13:48:01 +07:00
Ruslan Mustakov
72dd992e66 Fix docbuild 2017-12-08 21:23:32 +07:00
Ruslan Mustakov
50835baca8 Fix travis 2017-12-08 16:50:08 +07:00
Ruslan Mustakov
c06792df8d Add vec2(). Closes #12 2017-12-08 16:07:23 +07:00
Ruslan Mustakov
8d6972f729 Fix doc generation 2017-12-08 13:21:01 +07:00
Ruslan Mustakov
0d21c361d0 Use setStackBottom for methods called from outside 2017-11-28 12:04:07 +07:00
Ruslan Mustakov
3e1e8f1073 Repair Travis build 2017-11-22 17:35:56 +07:00
Ruslan Mustakov
e2049ff1a7 Update for latest Nim 2017-11-22 16:38:28 +07:00
Ruslan Mustakov
4e24244c48 Update for latest Godot 2017-11-22 12:28:54 +07:00
Ruslan Mustakov
a1c378301a Update for latest Godot 2017-11-21 02:44:32 +07:00
Ruslan Mustakov
bf5bd54356 Rename Rect3 to AABB to sync with Godot 2017-11-20 06:52:37 +07:00
Ruslan Mustakov
cc6bfa0045 Update for latest GDNative API changes 2017-11-13 10:18:25 +07:00
42 changed files with 5306 additions and 2317 deletions

View file

@ -27,7 +27,7 @@ addons:
- libxrandr-dev
before_install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then brew install scons ; fi
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then rvm --default use 2.3; brew update; brew install scons ; fi
install:
- if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then export GODOT_PLATFORM=osx; else export GODOT_PLATFORM=x11; fi
@ -49,6 +49,5 @@ script:
- set -e
- mkdir godotapi
- nim c -d:release -r godot/godotapigen.nim "$GODOT_BIN" godotapi
- nimble install -y
- nim c -d:useRealtimeGc -c godotapi/godotall.nim
- nim c -d:useRealtimeGc --path:godot -c godotapi/godotall.nim
- nim c -d:release -r docs/docpublish.nim

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@ -9,7 +9,7 @@
"godot/godotapigen.nim"],
"nim.buildOnSave": false,
"nim.lintOnSave": true,
"nim.licenseString": "# Copyright 2017 Xored Software, Inc.\n\n",
"nim.licenseString": "# Copyright 2018 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) 2017 Xored Software Inc.
Copyright (c) 2018 Xored Software Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
associated documentation files (the "Software"), to deal in the Software without restriction,

View file

@ -1,6 +1,6 @@
# Nim bindings for Godot Engine [![Build Status](https://travis-ci.org/pragmagic/godot-nim.svg?branch=master)](https://travis-ci.org/pragmagic/godot-nim)
# Nim bindings for Godot Engine
Nim bindings for Godot 3.0 based on [GDNative](https://godotengine.org/article/dlscript-here).
Nim bindings for Godot 3 based on [GDNative](https://godotengine.org/article/dlscript-here).
Documentation: https://pragmagic.github.io/godot-nim/
@ -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) 2017 Xored Software, Inc.
Copyright (c) 2018 Xored Software, Inc.

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@ -1,4 +1,4 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import threadpool, os, osproc, strutils, sequtils, pegs
@ -71,7 +71,7 @@ proc fixupHrefs(file: string) =
proc getGitHash(): string =
result = execProcess("git rev-parse HEAD")
if not result.isNil and result.len > 0:
if result.len > 0:
result = result.replace("\L", "").replace("\r", "")
proc buildDocs*(outDir, godotNimDir, godotBin: string) =
@ -94,7 +94,8 @@ proc buildDocs*(outDir, godotNimDir, godotBin: string) =
allNimFiles.add(file)
for file in allNimFiles:
spawn execOrFail(
"nim doc -o:" & quoted(outName(outDirAbs, file)) &
"nim doc -d:useRealtimeGc --path:godot -o:" &
quoted(outName(outDirAbs, file)) &
" --git.url:" & quoted(gitHubUrl) &
" --git.commit:" & quoted(gitCommit) &
' ' & quoted(file))
@ -103,14 +104,15 @@ proc buildDocs*(outDir, godotNimDir, godotBin: string) =
createDir(godotApiFolder)
genApiFiles(godotApiFolder, godotBinAbs)
for file in walkDirRec(godotApiFolder, {pcFile, pcDir}, [".nim"]):
spawn execOrFail("nim doc " & quoted(file))
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.isNil or gitHash.len == 0:
if gitHash.len == 0:
raise newException(Exception,
"Godot executable is not under Git repository")

View file

@ -1,4 +1,4 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import os, pegs, strutils
import docbuild

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@ -5,6 +5,7 @@ Nim bindings for Godot Engine
:Author: Ruslan Mustakov
:Version: |godotnimversion|
:GitHub: `$GODOTNIM_GITHUB_URL <$GODOTNIM_GITHUB_URL>`_
:License: MIT
.. contents::
@ -32,30 +33,16 @@ which adds features for editing GDScript and Godot resource files.
Getting Started
===============
Building Godot
Getting Godot
--------------
The library requires a not yet released Godot version 3.0, which you can
build yourself by running the commands below (requires
`Git <https://git-scm.com/downloads>`_,
`Python 2.7 <https://www.python.org/downloads/>`_,
`SCons <http://www.scons.org/>`_):
.. code-block:: bash
git clone https://github.com/godotengine/godot.git
cd godot
scons platform=<your_platform>
where ``<your_platform>`` can be ``windows``, ``osx``, ``x11``. After build
is finished, Godot binaries will be under the ``bin`` folder. More details
about compiling Godot can be found in `Godot documentation
<https://godot.readthedocs.io/en/stable/development/compiling/index.html>`_.
The library requires Godot version 3.0, which you can get here:
https://godotengine.org/download
Installing Nim
-------------
The library requires Nim version 0.17.2 or newer, which you can get here:
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.
@ -63,7 +50,7 @@ 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 an existing stub:
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
@ -88,7 +75,7 @@ If you would like to use Nim in an existing project:
build scripts (``nakefile.nim``, ``src/stub.nimble``) according to your
own project structure.
2. Copy ``project/nimlib.tres`` to your Godot project folder. It is a
2. Copy ``nimlib.gdnlib`` to your Godot project folder. It is a
GDNative library resource that contains paths to dynamic libraries
compiled by Nim.
@ -152,7 +139,7 @@ exported and you don't have to import any of them directly.
* `quats <quats.html>`_ Defines ``Quat`` (quaternion) describing object
rotation in 3D space.
* `rect2 <rect2.html>`_ Defines ``Rect2`` - a 2D rectangle.
* `rect3 <rect3.html>`_ Defines ``Rect3`` - a 3D box.
* `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``.

View file

@ -1,4 +1,4 @@
version = "0.6.3"
version = "0.8.2"
author = "Xored Software, Inc."
description = "Godot Engine bindings"
license = "MIT"

79
godot/core/aabb.nim Normal file
View file

@ -0,0 +1,79 @@
# 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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@ -1,7 +1,7 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import hashes
import internal.godotinternaltypes, internal.godotarrays
import internal/godotinternaltypes, internal/godotarrays
type
Array* = ref object
@ -62,16 +62,16 @@ proc newArray*(pba: PoolByteArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray, pba.godotPoolByteArray[])
proc `[]=`*(self: var Array; idx: int; value: Variant) {.inline.} =
proc `[]=`*(self: Array; idx: int; value: Variant) {.inline.} =
self.godotArray[idx.cint] = value.godotVariant[]
proc `[]`*(self: Array; idx: int): Variant {.inline.} =
newVariant(self.godotArray[idx.cint])
proc add*(self: var Array; value: Variant) {.inline.} =
proc add*(self: Array; value: Variant) {.inline.} =
self.godotArray.add(value.godotVariant[])
proc clear*(self: var Array) {.inline.} =
proc clear*(self: Array) {.inline.} =
self.godotArray.clear()
proc count*(self: Array; value: Variant): int {.inline.} =
@ -80,7 +80,7 @@ proc count*(self: Array; value: Variant): int {.inline.} =
proc isEmpty*(self: Array): bool {.inline.} =
self.godotArray.isEmpty()
proc erase*(self: var Array; value: Variant) {.inline.} =
proc erase*(self: Array; value: Variant) {.inline.} =
self.godotArray.erase(value.godotVariant[])
proc first*(self: Array): Variant {.inline.} =
@ -101,28 +101,28 @@ proc contains*(self: Array; value: Variant): bool {.inline.} =
proc hash*(self: Array): Hash {.inline.} =
hash(self.godotArray.godotHash())
proc insert*(self: var Array; pos: int; value: Variant) {.inline.} =
proc insert*(self: Array; pos: int; value: Variant) {.inline.} =
self.godotArray.insert(pos.cint, value.godotVariant[])
proc reverse*(self: var Array) {.inline.} =
proc reverse*(self: Array) {.inline.} =
self.godotArray.reverse()
proc popLast*(self: var Array): Variant {.inline.} =
proc popLast*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popLast())
proc popFirst*(self: var Array): Variant {.inline.} =
proc popFirst*(self: Array): Variant {.inline.} =
newVariant(self.godotArray.popFirst())
proc addLast*(self: var Array; value: Variant) {.inline.} =
proc addLast*(self: Array; value: Variant) {.inline.} =
self.godotArray.addLast(value.godotVariant[])
proc addFirst*(self: var Array; value: Variant) {.inline.} =
proc addFirst*(self: Array; value: Variant) {.inline.} =
self.godotArray.addFirst(value.godotVariant[])
proc delete*(self: var Array; idx: int) {.inline.} =
proc delete*(self: Array; idx: int) {.inline.} =
self.godotArray.delete(idx.cint)
proc setLen*(self: var Array; size: int) {.inline.} =
proc setLen*(self: Array; size: int) {.inline.} =
self.godotArray.setLen(size.cint)
proc rfind*(self: Array; what: Variant; fromIdx: int): int {.inline.} =
@ -131,7 +131,7 @@ proc rfind*(self: Array; what: Variant; fromIdx: int): int {.inline.} =
proc len*(self: Array): int {.inline.} =
self.godotArray.len.int
proc sort*(self: var Array) {.inline.} =
proc sort*(self: Array) {.inline.} =
self.godotArray.sort()
iterator items*(self: Array): Variant =

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@ -1,9 +1,12 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import math, hashes
import math
import godotbase, vector3, quats
import godotcoretypes
{.push stackTrace: off.}
proc setCells*(basis: var Basis, xx, xy, xz, yx, yy, yz, zx, zy, zz: float32) =
basis.elements[0].x = xx
basis.elements[0].y = xy
@ -199,6 +202,9 @@ 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]
@ -449,3 +455,5 @@ 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

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@ -1,4 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, gdnativeapi
@ -33,6 +35,9 @@ 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]
@ -59,16 +64,16 @@ proc gray*(self: Color): float32 {.inline.} =
getGDNativeAPI().colorGray(self)
proc inverted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorInverted(self)
getGDNativeAPI().colorInverted(self).toColor()
proc contrasted*(self: Color): Color {.inline.} =
getGDNativeAPI().colorContrasted(self)
getGDNativeAPI().colorContrasted(self).toColor()
proc lerp*(self: Color; b: Color; t: float32): Color {.inline.} =
getGDNativeAPI().colorLinearInterpolate(self, b, t)
getGDNativeAPI().colorLinearInterpolate(self, b, t).toColor()
proc blend*(self: Color; over: Color): Color {.inline.} =
getGDNativeAPI().colorBlend(self, over)
getGDNativeAPI().colorBlend(self, over).toColor()
proc `==`*(a, b: Color): bool {.inline.} =
a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a

View file

@ -1,8 +1,8 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import hashes
import internal.godotinternaltypes, internal.godotdictionaries,
internal.godotvariants, internal.godotstrings
import internal/godotinternaltypes, internal/godotdictionaries,
internal/godotvariants, internal/godotstrings
type
Dictionary* = ref object
@ -30,9 +30,12 @@ proc len*(self: Dictionary): int {.inline.} =
proc isEmpty*(self: Dictionary): bool {.inline.} =
self.godotDictionary.isEmpty()
proc clear*(self: var Dictionary) {.inline.} =
proc clear*(self: Dictionary) {.inline.} =
self.godotDictionary.clear()
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
import variants, arrays
proc newVariant*(dict: Dictionary): Variant {.inline.} =
@ -40,7 +43,7 @@ proc newVariant*(dict: Dictionary): Variant {.inline.} =
initGodotVariant(result.godotVariant[], dict.godotDictionary)
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant[].asGodotDictionary)
newDictionary(self.godotVariant[].asGodotDictionary())
proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
self.godotDictionary.contains(key.godotVariant[])
@ -48,12 +51,9 @@ proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
proc contains*(self: Dictionary; keys: Array): bool {.inline.} =
self.godotDictionary.contains(keys.godotArray[])
proc del*(self: var Dictionary; key: Variant) {.inline.} =
proc del*(self: Dictionary; key: Variant) {.inline.} =
self.godotDictionary.del(key.godotVariant[])
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
proc keys*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.keys())
@ -71,7 +71,7 @@ proc `[]`*(self: Dictionary; keyStr: string): Variant {.inline.} =
godotStr.deinit()
godotVariant.deinit()
proc `[]=`*(self: var Dictionary; key, value: Variant) {.inline.} =
proc `[]=`*(self: Dictionary; key, value: Variant) {.inline.} =
self.godotDictionary[key.godotVariant[]] = value.godotVariant[]
proc `==`*(self, other: Dictionary): bool {.inline.} =

View file

@ -1,30 +1,64 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import math
import math, godotinternal
# math helpers
{.push stackTrace: off.}
const EPSILON = 0.00001'f32
proc isEqualApprox*(a, b: float32): bool {.inline.} =
proc isEqualApprox*(a, b: float32): bool {.inline, noinit.} =
abs(a - b) < EPSILON
proc isEqualApprox*(a, b: float64): bool {.inline.} =
proc isEqualApprox*(a, b: float64): bool {.inline, noinit.} =
abs(a - b) < EPSILON
proc sign*(a: float32): float32 {.inline.} =
proc sign*(a: float32): float32 {.inline, noinit.} =
if a < 0: -1.0'f32 else: 1.0'f32
proc sign*(a: float64): float64 {.inline.} =
proc sign*(a: float64): float64 {.inline, noinit.} =
if a < 0: -1.0'f64 else: 1.0'f64
proc stepify*(value, step: float64): float64 =
proc stepify*(value, step: float64): float64 {.inline, noinit.} =
if step != 0'f64:
floor(value / step + 0.5'f64) * step
else:
value
proc stepify*(value, step: float32): float32 =
proc stepify*(value, step: float32): float32 {.inline, noinit.} =
if step != 0'f32:
floor(value / step + 0.5'f32) * step
else:
value
when (NimMajor, NimMinor, NimPatch) < (0, 20, 4):
# Newer Nim has these procs in system module
proc min*(x, y: float32): float32 {.inline, noinit.} =
if x <= y: x else: y
proc abs*(x: float32): float32 {.inline, noinit.} =
if x < 0.0: -x else: x
proc max*(x, y: float32): float32 {.inline, noinit.} =
if y <= x: x else: y
{.pop.} # stackTrace: off
template printWarning*(warning: typed) =
## Prints ``warning`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintWarning(cstring($warning), cstring"", cstring(instInfo.filename), instInfo.line.cint)
template printError*(error: typed) =
## Prints ``error`` to Godot log, adding filename and line information.
let instInfo = instantiationInfo()
godotPrintError(cstring($error), cstring"", cstring(instInfo.filename), instInfo.line.cint)
proc print*(parts: varargs[string, `$`]) =
## Prints concatenated ``parts`` to Godot log.
var combined = ""
for v in parts:
combined.add(v)
var s = combined.toGodotString()
godotPrint(s)
s.deinit()

View file

@ -1,4 +1,4 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
type
Color* {.byref.} = object
@ -29,7 +29,7 @@ type
z*: float32
w*: float32
Rect3* {.byref.} = object
AABB* {.byref.} = object
position*: Vector3
size*: Vector3

View file

@ -1,7 +1,9 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotnodepaths,
internal.godotstrings
import hashes
import internal/godotinternaltypes, internal/godotnodepaths,
internal/godotstrings
type
NodePath* = ref object
@ -32,6 +34,9 @@ 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()
@ -51,8 +56,8 @@ proc getSubname*(self: NodePath; idx: int): string {.inline.} =
result = $s
s.deinit()
proc property*(self: NodePath): string {.inline.} =
var s = self.path.property()
proc getConcatenatedSubnames*(self: NodePath): string {.inline.} =
var s = self.path.getConcatenatedSubnames()
result = $s
s.deinit()

View file

@ -1,8 +1,10 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal.godotinternaltypes, internal.godotstrings
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initPlane*(a, b, c, d: float32): Plane {.inline.} =
@ -20,14 +22,17 @@ proc initPlane*(normal: Vector3; d: float32): Plane {.inline.} =
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)
getGDNativeAPI().planeNormalized(self).toPlane()
proc center*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeCenter(self)
getGDNativeAPI().planeCenter(self).toVector3()
proc getAnyPoint*(self: Plane): Vector3 {.inline.} =
getGDNativeAPI().planeGetAnyPoint(self)
getGDNativeAPI().planeGetAnyPoint(self).toVector3()
proc isPointOver*(self: Plane; point: Vector3): bool {.inline.} =
getGDNativeAPI().planeIsPointOver(self, point)
@ -40,7 +45,7 @@ proc contains*(self: Plane; point: Vector3;
getGDNativeAPI().planeHasPoint(self, point, epsilon)
proc project*(self: Plane; point: Vector3): Vector3 {.inline.} =
getGDNativeAPI().planeProject(self, point)
getGDNativeAPI().planeProject(self, point).toVector3()
proc intersect3*(self: Plane; dest: var Vector3;
b, c: Plane): bool {.inline.} =
@ -55,7 +60,7 @@ proc intersectsSegment*(self: Plane; dest: var Vector3;
getGDNativeAPI().planeIntersectsSegment(self, dest, segmentBegin, segmentEnd)
proc `-`*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeOperatorNeg(self)
getGDNativeAPI().planeOperatorNeg(self).toPlane()
proc `==`*(a, b: Plane): bool {.inline.} =
getGDNativeAPI().planeOperatorEqual(a, b)

View file

@ -1,8 +1,11 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import hashes
import godotcoretypes
import internal.godotinternaltypes, internal.godotpoolarrays,
internal.godotstrings
import internal/godotinternaltypes, internal/godotpoolarrays,
internal/godotstrings
import vector2, vector3, colors
template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
initProcName) =
@ -26,48 +29,11 @@ template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
new(result, poolArrayFinalizer)
result.fieldName = arr
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: var T; arr: T) {.inline.} =
self.fieldName.add(arr.fieldName)
proc delete*(self: var T; idx: int) {.inline.} =
self.fieldName.delete(idx.cint)
proc reverse*(self: var T) {.inline.} =
self.fieldName.reverse()
proc setLen*(self: var T; size: int) {.inline.} =
self.fieldName.setLen(size.cint)
proc len*(self: T): int {.inline.} =
self.fieldName.len.int
when not noData:
proc add*(self: var T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc insert*(self: var T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
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 i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: T): tuple[key: int, val: DataT] =
for i in 0..<arr.len:
yield (i, arr[i])
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,
@ -75,7 +41,7 @@ definePoolArrayBase(PoolByteArray, GodotPoolByteArray, uint8,
definePoolArrayBase(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArrayBase(PoolRealArray, GodotPoolRealArray, float64,
definePoolArrayBase(PoolRealArray, GodotPoolRealArray, float32,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArrayBase(PoolVector2Array, GodotPoolVector2Array, Vector2,
@ -93,13 +59,70 @@ definePoolArrayBase(PoolStringArray, GodotPoolStringArray, string,
import arrays
template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
noData = false) =
proc newProcName*(arr: Array): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName, arr.godotArray[])
proc add*(self: T; arr: T) {.inline.} =
self.fieldName.add(arr.fieldName)
proc delete*(self: T; idx: int) {.inline.} =
self.fieldName.delete(idx.cint)
proc reverse*(self: T) {.inline.} =
self.fieldName.reverse()
proc setLen*(self: T; size: int) {.inline.} =
self.fieldName.setLen(size.cint)
proc len*(self: T): int {.inline.} =
self.fieldName.len.int
proc subarray*(self: T, idxFrom, idxTo: int): T {.inline.} =
## Indexes are inclusive, negative values count from the end of the array.
assert(idxFrom >= low(cint) and idxFrom <= high(cint) and
idxTo >= low(cint) and idxTo <= high(cint))
newProcName(self.fieldName.subarray(idxFrom.cint, idxTo.cint))
when not noData:
proc add*(self: T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc insert*(self: T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
proc `[]=`*(self: T; idx: int; data: DataT) {.inline.} =
self.fieldName[idx.cint] = data
proc `[]`*(self: T; idx: int): DataT {.inline.} =
self.fieldName[idx.cint]
iterator items*(arr: T): DataT =
for item in arr.fieldName.items:
yield item
iterator pairs*(arr: T): tuple[key: int, val: DataT] =
for pair in arr.fieldName.pairs:
yield (pair[0].int, pair[1])
iterator mitems*(arr: T): var DataT =
for item in arr.fieldName.mitems:
yield item
iterator mpairs*(arr: T): tuple[key: int, val: var DataT] =
for pair in arr.fieldName.mpairs:
yield (pair[0].int, pair[1])
definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
definePoolArray(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArray(PoolRealArray, GodotPoolRealArray, float64,
definePoolArray(PoolRealArray, GodotPoolRealArray, float32,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArray(PoolVector2Array, GodotPoolVector2Array, Vector2,
@ -115,17 +138,17 @@ definePoolArray(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray, true)
proc add*(self: var PoolStringArray; data: string) =
proc add*(self: PoolStringArray; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.add(s)
s.deinit()
proc insert*(self: var PoolStringArray; idx: int; data: string): Error =
proc insert*(self: PoolStringArray; idx: int; data: string): Error =
var s = data.toGodotString()
result = self.godotPoolStringArray.insert(idx.cint, s)
s.deinit()
proc `[]=`*(self: var PoolStringArray; idx: int; data: string) =
proc `[]=`*(self: PoolStringArray; idx: int; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray[idx.cint] = s
s.deinit()

View file

@ -1,6 +1,8 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotstrings
import hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initQuat*(x, y, z, w: float32): Quat {.inline.} =
@ -17,6 +19,9 @@ proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
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)
@ -24,50 +29,50 @@ proc lengthSquared*(self: Quat): float32 {.inline.} =
getGDNativeAPI().quatLengthSquared(self)
proc normalized*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatNormalized(self)
getGDNativeAPI().quatNormalized(self).toQuat()
proc isNormalized*(self: Quat): bool {.inline.} =
getGDNativeAPI().quatIsNormalized(self)
proc inverse*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatInverse(self)
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)
getGDNativeAPI().quatXform(self, v).toVector3()
proc slerp*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerp(self, b, t)
getGDNativeAPI().quatSlerp(self, b, t).toQuat()
proc slerpni*(self: Quat; b: Quat; t: float32): Quat {.inline.} =
getGDNativeAPI().quatSlerpni(self, b, t)
getGDNativeAPI().quatSlerpni(self, b, t).toQuat()
proc cubicSlerp*(self, b, preA, postB: Quat;
t: float32): Quat {.inline.} =
getGDNativeAPI().quatCubicSlerp(self, b, preA, postB, t)
getGDNativeAPI().quatCubicSlerp(self, b, preA, postB, t).toQuat()
proc `*`*(a: Quat, b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorMultiply(a, b)
getGDNativeAPI().quatOperatorMultiply(a, b).toQuat()
proc `*=`*(a: var Quat, b: float32) {.inline.} =
a = a * b
proc `+`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorAdd(a, b)
getGDNativeAPI().quatOperatorAdd(a, b).toQuat()
proc `+=`*(a: var Quat, b: Quat) {.inline.} =
a = a + b
proc `-`*(a, b: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorSubtract(a, b)
getGDNativeAPI().quatOperatorSubtract(a, b).toQuat()
proc `-=`* (a: var Quat, b: Quat) {.inline.} =
a = a - b
proc `/`*(self: Quat; b: float32): Quat {.inline.} =
getGDNativeAPI().quatOperatorDivide(self, b)
getGDNativeAPI().quatOperatorDivide(self, b).toQuat()
proc `/=`*(self: var Quat, b: float32) {.inline.} =
self = self / b
@ -76,4 +81,4 @@ proc `==`*(a, b: Quat): bool {.inline.} =
getGDNativeAPI().quatOperatorEqual(a, b)
proc `-`*(self: Quat): Quat {.inline.} =
getGDNativeAPI().quatOperatorNeg(self)
getGDNativeAPI().quatOperatorNeg(self).toQuat()

View file

@ -1,44 +1,153 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector2
import internal.godotinternaltypes, internal.godotstrings
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initRect2*(pos, size: Vector2): Rect2 {.inline.} =
{.push stackTrace: off.}
proc initRect2*(): Rect2 {.inline, noinit.} =
Rect2()
proc initRect2*(pos, size: Vector2): Rect2 {.inline, noinit.} =
Rect2(position: pos, size: size)
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline.} =
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline, noinit.} =
Rect2(position: vec2(x, y), size: vec2(sizeX, sizeY))
proc `$`*(self: Rect2): string {.inline.} =
proc `$`*(self: Rect2): string {.inline, noinit.} =
$getGDNativeAPI().rect2AsString(self)
proc area*(self: Rect2): float32 {.inline.} =
getGDNativeAPI().rect2GetArea(self)
proc hash*(self: Rect2): Hash {.inline, noinit.} =
!$(self.position.hash() !& self.size.hash())
proc intersects*(a, b: Rect2): bool {.inline.} =
getGDNativeAPI().rect2Intersects(a, b)
proc area*(self: Rect2): float32 {.inline, noinit.} =
self.size.x * self.size.y
proc encloses*(a, b: Rect2): bool {.inline.} =
getGDNativeAPI().rect2Encloses(a, b)
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 hasNoArea*(self: Rect2): bool {.inline.} =
getGDNativeAPI().rect2HasNoArea(self)
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
proc clip*(self, b: Rect2): Rect2 {.inline.} =
getGDNativeAPI().rect2Clip(self, b)
if inside:
result = 0'f32
proc merge*(self, b: Rect2): Rect2 {.inline.} =
getGDNativeAPI().rect2Merge(self, b)
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 contains*(self: Rect2; point: Vector2): bool {.inline.} =
getGDNativeAPI().rect2HasPoint(self, point)
proc hasNoArea*(self: Rect2): bool {.inline, noinit.} =
self.size.x <= 0 or self.size.y <= 0
proc grow*(self: Rect2; by: float32): Rect2 {.inline.} =
getGDNativeAPI().rect2Grow(self, by)
proc clip*(self, b: Rect2): Rect2 {.inline, noinit.} =
if not self.intersects(b):
return initRect2()
proc expand*(self: Rect2; to: Vector2): Rect2 {.inline.} =
getGDNativeAPI().rect2Expand(self, to)
result = self
proc `==`*(a, b: Rect2): bool {.inline.} =
getGDNativeAPI().rect2OperatorEqual(a, b)
result.position.x = max(b.position.x, self.position.x)
result.position.y = max(b.position.y, self.position.y)
let bEnd = b.position + b.size
let selfEnd = self.position + self.size
result.size.x = min(bEnd.x, selfEnd.x) - result.position.x
result.size.y = min(bEnd.y, selfEnd.y) - result.position.y
proc merge*(self, b: Rect2): Rect2 {.inline, noinit.} =
result.position.x = min(b.position.x, self.position.x)
result.position.y = min(b.position.y, self.position.y)
result.size.x = max(b.position.x + b.size.x, self.position.x + self.size.x)
result.size.y = max(b.position.y + b.size.y, self.position.y + self.size.y)
result.size -= result.position
proc contains*(self: Rect2; point: Vector2): bool {.inline, noinit.} =
if point.x < self.position.x:
return false
if point.y < self.position.y:
return false
if point.x >= self.position.x + self.size.x:
return false
if point.y >= self.position.y + self.size.y:
return false
result = true
proc grow*(self: Rect2; by: float32): Rect2 {.inline, noinit.} =
## Returns Rect2 enlarged by the specified size in every direction.
result = self
result.position.x -= by
result.position.y -= by
result.size.x += by * 2
result.size.y += by * 2
proc growIndividual*(self: Rect2, left, top: float32,
right, bottom: float32): Rect2 {.inline, noinit.} =
result = self
result.position.x -= left
result.position.y -= top
result.size.x += left + right
result.size.y += top + bottom
proc expandTo*(self: var Rect2, to: Vector2) {.inline.} =
var startPoint = self.position
var endPoint = self.position + self.size
if to.x < startPoint.x:
startPoint.x = to.x
if to.y < startPoint.y:
startPoint.y = to.y
if to.x > endPoint.x:
endPoint.x = to.x
if to.y > endPoint.y:
endPoint.y = to.y
self.position = startPoint
self.size = endPoint - startPoint
proc expand*(self: Rect2; to: Vector2): Rect2 {.inline, noinit.} =
result = self
result.expandTo(to)
proc abs*(self: Rect2): Rect2 {.inline, noinit.} =
Rect2(position: vec2(self.position.x + min(self.size.x, 0'f32),
self.position.y + min(self.size.y, 0'f32)),
size: abs(self.size))
proc `==`*(a, b: Rect2): bool {.inline, noinit.} =
a.position == b.position and a.size == b.size
{.pop.} # stackTrace: off

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@ -1,73 +0,0 @@
# Copyright (c) 2017 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
proc initRect3*(pos, size: Vector3): Rect3 {.inline.} =
Rect3(position: pos, size: size)
proc `$`*(self: Rect3): string {.inline.} =
$getGDNativeAPI().rect3AsString(self)
proc area*(self: Rect3): float32 {.inline.} =
getGDNativeAPI().rect3GetArea(self)
proc hasNoArea*(self: Rect3): bool {.inline.} =
getGDNativeAPI().rect3HasNoArea(self)
proc hasNoSurface*(self: Rect3): bool {.inline.} =
getGDNativeAPI().rect3HasNoSurface(self)
proc intersects*(self, other: Rect3): bool {.inline.} =
getGDNativeAPI().rect3Intersects(self, other)
proc encloses*(self, other: Rect3): bool {.inline.} =
getGDNativeAPI().rect3Encloses(self, other)
proc merge*(self, other: Rect3): Rect3 {.inline.} =
getGDNativeAPI().rect3Merge(self, other)
proc intersection*(self, other: Rect3): Rect3 {.inline.} =
getGDNativeAPI().rect3Intersection(self, other)
proc intersectsPlane*(self: Rect3; plane: Plane): bool {.inline.} =
getGDNativeAPI().rect3IntersectsPlane(self, plane)
proc intersectsSegment*(self: Rect3; start, to: Vector3): bool {.inline.} =
getGDNativeAPI().rect3IntersectsSegment(self, start, to)
proc contains*(self: Rect3; point: Vector3): bool {.inline.} =
getGDNativeAPI().rect3HasPoint(self, point)
proc getSupport*(self: Rect3; dir: Vector3): Vector3 {.inline.} =
getGDNativeAPI().rect3GetSupport(self, dir)
proc getLongestAxis*(self: Rect3): Vector3 {.inline.} =
getGDNativeAPI().rect3GetLongestAxis(self)
proc getLongestAxisIndex*(self: Rect3): cint {.inline.} =
getGDNativeAPI().rect3GetLongestAxisIndex(self)
proc getLongestAxisSize*(self: Rect3): float32 {.inline.} =
getGDNativeAPI().rect3GetLongestAxisSize(self)
proc getShortestAxis*(self: Rect3): Vector3 {.inline.} =
getGDNativeAPI().rect3GetShortestAxis(self)
proc getShortestAxisIndex*(self: Rect3): cint {.inline.} =
getGDNativeAPI().rect3GetShortestAxisIndex(self)
proc getShortestAxisSize*(self: Rect3): float32 {.inline.} =
getGDNativeAPI().rect3GetShortestAxisSize(self)
proc expand*(self: Rect3; toPoint: Vector3): Rect3 {.inline.} =
getGDNativeAPI().rect3Expand(self, toPoint)
proc grow*(self: Rect3; by: float32): Rect3 {.inline.} =
getGDNativeAPI().rect3Grow(self, by)
proc getEndpoint*(self: Rect3; idx: cint): Vector3 {.inline.} =
getGDNativeAPI().rect3GetEndpoint(self, idx)
proc `==`*(a, b: Rect3): bool {.inline.} =
getGDNativeAPI().rect3OperatorEqual(a, b)

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@ -1,6 +1,8 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
import hashes
import godotcoretypes, internal/godotinternaltypes, gdnativeapi
proc initRID*(): RID {.inline.} =
getGDNativeAPI().ridNew(result)
@ -14,6 +16,9 @@ proc id*(self: RID): uint32 {.inline.} =
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)

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@ -1,6 +1,8 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotstrings
import hashes, vector2
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc initTransform2D*(): Transform2D {.inline.} =
@ -15,60 +17,63 @@ proc initTransform2D*(xAxis, yAxis, origin: Vector2): Transform2D {.inline.} =
proc `$`*(self: Transform2D): string {.inline.} =
$getGDNativeAPI().transform2DAsString(self)
proc hash*(self: Transform2D): Hash {.inline, noinit.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
proc inverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DInverse(self)
getGDNativeAPI().transform2DInverse(self).toTransform2D()
proc affineInverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DAffineInverse(self)
getGDNativeAPI().transform2DAffineInverse(self).toTransform2D()
proc rotation*(self: Transform2D): float32 {.inline.} =
getGDNativeAPI().transform2DGetRotation(self)
proc origin*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetOrigin(self)
getGDNativeAPI().transform2DGetOrigin(self).toVector2()
proc scale*(self: Transform2D): Vector2 {.inline.} =
getGDNativeAPI().transform2DGetScale(self)
getGDNativeAPI().transform2DGetScale(self).toVector2()
proc orthonormalized*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DOrthonormalized(self)
getGDNativeAPI().transform2DOrthonormalized(self).toTransform2D()
proc rotated*(self: Transform2D; phi: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DRotated(self, phi)
getGDNativeAPI().transform2DRotated(self, phi).toTransform2D()
proc scaled*(self: Transform2D; scale: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DScaled(self, scale)
getGDNativeAPI().transform2DScaled(self, scale).toTransform2D()
proc translated*(self: Transform2D; offset: Vector2): Transform2D {.inline.} =
getGDNativeAPI().transform2DTranslated(self, offset)
getGDNativeAPI().transform2DTranslated(self, offset).toTransform2D()
proc xformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformVector2(self, v)
getGDNativeAPI().transform2DXformVector2(self, v).toVector2()
proc xformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DXformInvVector2(self, v)
getGDNativeAPI().transform2DXformInvVector2(self, v).toVector2()
proc basisXformVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformVector2(self, v)
getGDNativeAPI().transform2DBasisXformVector2(self, v).toVector2()
proc basisXformInvVector2*(self: Transform2D; v: Vector2): Vector2 {.inline.} =
getGDNativeAPI().transform2DBasisXformInvVector2(self, v)
getGDNativeAPI().transform2DBasisXformInvVector2(self, v).toVector2()
proc xformRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformRect2(self, rect)
getGDNativeAPI().transform2DXformRect2(self, rect).toRect2()
proc xformInvRect2*(self: Transform2D; rect: Rect2): Rect2 {.inline.} =
getGDNativeAPI().transform2DXformInvRect2(self, rect)
getGDNativeAPI().transform2DXformInvRect2(self, rect).toRect2()
proc interpolateWith*(self, m: Transform2D;
c: float32): Transform2D {.inline.} =
getGDNativeAPI().transform2DInterpolateWith(self, m, c)
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)
getGDNativeAPI().transform2DOperatorMultiply(a, b).toTransform2D()
proc `*=`*(a: var Transform2D, b: Transform2D) {.inline.} =
a = a * b

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@ -1,8 +1,10 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotstrings
import hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
import basis
import basis, vector3
proc initTransform*(): Transform {.inline.} =
result.basis = initBasis()
@ -21,51 +23,54 @@ proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
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)
getGDNativeAPI().transformInverse(self).toTransform()
proc affineInverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformAffineInverse(self)
getGDNativeAPI().transformAffineInverse(self).toTransform()
proc orthonormalized*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformOrthonormalized(self)
getGDNativeAPI().transformOrthonormalized(self).toTransform()
proc rotated*(self: Transform; axis: Vector3;
phi: float32): Transform {.inline.} =
getGDNativeAPI().transformRotated(self, axis, phi)
getGDNativeAPI().transformRotated(self, axis, phi).toTransform()
proc scaled*(self: Transform; scale: Vector3): Transform {.inline.} =
getGDNativeAPI().transformScaled(self, scale)
getGDNativeAPI().transformScaled(self, scale).toTransform()
proc translated*(self: Transform; offset: Vector3): Transform {.inline.} =
getGDNativeAPI().transformTranslated(self, offset)
getGDNativeAPI().transformTranslated(self, offset).toTransform()
proc lookingAt*(self: Transform; target, up: Vector3): Transform {.inline.} =
getGDNativeAPI().transformLookingAt(self, target, up)
getGDNativeAPI().transformLookingAt(self, target, up).toTransform()
proc xformPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformPlane(self, plane)
getGDNativeAPI().transformXformPlane(self, plane).toPlane()
proc xformInvPlane*(self: Transform; plane: Plane): Plane {.inline.} =
getGDNativeAPI().transformXformInvPlane(self, plane)
getGDNativeAPI().transformXformInvPlane(self, plane).toPlane()
proc xformVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformVector3(self, v)
getGDNativeAPI().transformXformVector3(self, v).toVector3()
proc xformInvVector3*(self: Transform; v: Vector3): Vector3 {.inline.} =
getGDNativeAPI().transformXformInvVector3(self, v)
getGDNativeAPI().transformXformInvVector3(self, v).toVector3()
proc xformRect3*(self: Transform; rect: Rect3): Rect3 {.inline.} =
getGDNativeAPI().transformXformRect3(self, rect)
proc xformAABB*(self: Transform; rect: AABB): AABB {.inline.} =
getGDNativeAPI().transformXformAABB(self, rect).toAABB()
proc xformInvRect3*(self: Transform; rect: Rect3): Rect3 {.inline.} =
getGDNativeAPI().transformXformInvRect3(self, rect)
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)
getGDNativeAPI().transformOperatorMultiply(self, other).toTransform()
proc `*=`*(self: var Transform, other: Transform) {.inline.} =
self = self * other

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@ -1,8 +1,9 @@
import tables
import tables, hashes
import godotcoretypes
import internal.godotinternaltypes, internal.godotvariants,
internal.godotstrings
import internal/godotinternaltypes, internal/godotvariants,
internal/godotstrings, internal/godotdictionaries,
internal/godotarrays
type
Variant* = ref object
@ -72,15 +73,16 @@ proc newVariant*(r: cdouble): Variant {.inline.} =
proc newVariant*(s: string): Variant {.inline.} =
new(result, variantFinalizer)
if s.isNil:
initGodotVariant(result.godotVariant)
else:
var godotStr = s.toGodotString()
initGodotVariant(result.godotVariant, godotStr)
godotStr.deinit()
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
if s.isNil:
initGodotVariant(result.godotVariant)
return
var godotStr = s.toGodotString()
initGodotVariant(result.godotVariant, godotStr)
godotStr.deinit()
import basis, nodepaths
import planes, quats, rect2, rect3, rids
import planes, quats, rect2, aabb, rids
import transforms, transform2d, vector2
import vector3, colors
@ -108,9 +110,9 @@ proc newVariant*(quat: Quat): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, quat)
proc newVariant*(rect3: Rect3): Variant {.inline.} =
proc newVariant*(aabb: AABB): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, rect3)
initGodotVariant(result.godotVariant, aabb)
proc newVariant*(basis: Basis): Variant {.inline.} =
new(result, variantFinalizer)
@ -140,11 +142,7 @@ proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, obj)
import arrays, poolarrays
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, arr.godotArray[])
import poolarrays
proc newVariant*(pba: PoolByteArray): Variant {.inline.} =
new(result, variantFinalizer)
@ -177,81 +175,119 @@ proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
proc asBool*(self: Variant): bool {.inline.} =
self.godotVariant.asBool()
proc asUInt*(self: Variant): uint64 =
proc asUInt*(self: Variant): uint64 {.inline.} =
self.godotVariant.asUInt()
proc asInt*(self: Variant): int64 =
proc asInt*(self: Variant): int64 {.inline.} =
self.godotVariant.asInt()
proc asReal*(self: Variant): cdouble =
proc asReal*(self: Variant): cdouble {.inline.} =
self.godotVariant.asReal()
proc asString*(self: Variant): string =
proc asString*(self: Variant): string {.inline.} =
$self
proc asVector2*(self: Variant): Vector2 =
proc asVector2*(self: Variant): Vector2 {.inline.} =
self.godotVariant.asVector2()
proc asRect2*(self: Variant): Rect2 =
proc asRect2*(self: Variant): Rect2 {.inline.} =
self.godotVariant.asRect2()
proc asVector3*(self: Variant): Vector3 =
proc asVector3*(self: Variant): Vector3 {.inline.} =
self.godotVariant.asVector3()
proc asTransform2D*(self: Variant): Transform2D =
proc asTransform2D*(self: Variant): Transform2D {.inline.} =
self.godotVariant.asTransform2D()
proc asPlane*(self: Variant): Plane =
proc asPlane*(self: Variant): Plane {.inline.} =
self.godotVariant.asPlane()
proc asQuat*(self: Variant): Quat =
proc asQuat*(self: Variant): Quat {.inline.} =
self.godotVariant.asQuat()
proc asRect3*(self: Variant): Rect3 =
self.godotVariant.asRect3()
proc asAABB*(self: Variant): AABB {.inline.} =
self.godotVariant.asAABB()
proc asBasis*(self: Variant): Basis =
proc asBasis*(self: Variant): Basis {.inline.} =
self.godotVariant.asBasis()
proc asTransform*(self: Variant): Transform =
proc asTransform*(self: Variant): Transform {.inline.} =
self.godotVariant.asTransform()
proc asColor*(self: Variant): Color =
proc asColor*(self: Variant): Color {.inline.} =
self.godotVariant.asColor()
proc asNodePath*(self: Variant): NodePath =
proc asNodePath*(self: Variant): NodePath {.inline.} =
result = newNodePath(self.godotVariant.asNodePath())
proc asRID*(self: Variant): RID =
proc asRID*(self: Variant): RID {.inline.} =
self.godotVariant.asRID()
proc asGodotObject*(self: Variant): ptr GodotObject =
proc asGodotObject*(self: Variant): ptr GodotObject {.inline.} =
self.godotVariant.asGodotObject()
proc asArray*(self: Variant): Array =
newArray(self.godotVariant.asGodotArray())
proc asPoolByteArray*(self: Variant): PoolByteArray =
proc asPoolByteArray*(self: Variant): PoolByteArray {.inline.} =
newPoolByteArray(self.godotVariant.asGodotPoolByteArray())
proc asPoolIntArray*(self: Variant): PoolIntArray =
proc asPoolIntArray*(self: Variant): PoolIntArray {.inline.} =
newPoolIntArray(self.godotVariant.asGodotPoolIntArray())
proc asPoolRealArray*(self: Variant): PoolRealArray =
proc asPoolRealArray*(self: Variant): PoolRealArray {.inline.} =
newPoolRealArray(self.godotVariant.asGodotPoolRealArray())
proc asPoolStringArray*(self: Variant): PoolStringArray =
proc asPoolStringArray*(self: Variant): PoolStringArray {.inline.} =
newPoolStringArray(self.godotVariant.asGodotPoolStringArray())
proc asPoolVector2Array*(self: Variant): PoolVector2Array =
proc asPoolVector2Array*(self: Variant): PoolVector2Array {.inline.} =
newPoolVector2Array(self.godotVariant.asGodotPoolVector2Array())
proc asPoolVector3Array*(self: Variant): PoolVector3Array =
proc asPoolVector3Array*(self: Variant): PoolVector3Array {.inline.} =
newPoolVector3Array(self.godotVariant.asGodotPoolVector3Array())
proc asPoolColorArray*(self: Variant): PoolColorArray =
proc asPoolColorArray*(self: Variant): PoolColorArray {.inline.} =
newPoolColorArray(self.godotVariant.asGodotPoolColorArray())
proc hash*(self: Variant): Hash =
proc objectHash(obj: ptr GodotObject): Hash =
if not obj.isNil: cast[int](obj).hash() else: 0.hash()
result = case self.getType():
of VariantType.Nil: Hash(0)
of VariantType.Bool: self.asBool().hash()
of VariantType.Int: self.asInt().hash()
of VariantType.Real: self.asReal().hash()
of VariantType.String: self.asString().hash()
of VariantType.Vector2: self.asVector2().hash()
of VariantType.Rect2: self.asRect2().hash()
of VariantType.Vector3: self.asVector3().hash()
of VariantType.Transform2D: self.asTransform2D().hash()
of VariantType.Plane: self.asPlane().hash()
of VariantType.Quat: self.asQuat().hash()
of VariantType.AABB: self.asAABB().hash()
of VariantType.Basis: self.asBasis().hash()
of VariantType.Transform: self.asTransform().hash()
of VariantType.Color: self.asColor().hash()
of VariantType.NodePath: self.asNodePath().hash()
of VariantType.RID: self.asRID().hash()
of VariantType.Object: self.asGodotObject().objectHash()
of VariantType.Dictionary: hash(self.godotVariant.asGodotDictionary().godotHash())
of VariantType.Array: hash(self.godotVariant.asGodotArray().godotHash())
of VariantType.PoolByteArray: self.asPoolByteArray().hash()
of VariantType.PoolIntArray: self.asPoolIntArray().hash()
of VariantType.PoolRealArray: self.asPoolRealArray().hash()
of VariantType.PoolStringArray: self.asPoolStringArray().hash()
of VariantType.PoolVector2Array: self.asPoolVector2Array().hash()
of VariantType.PoolVector3Array: self.asPoolVector3Array().hash()
of VariantType.PoolColorArray: self.asPoolColorArray().hash()
import arrays
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, arr.godotArray[])
proc asArray*(self: Variant): Array {.inline.} =
newArray(self.godotVariant.asGodotArray())
proc hasMethod*(self: Variant; meth: string): bool =
var s = meth.toGodotString()
result = self.godotVariant.hasMethod(s)

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@ -1,122 +1,214 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotstrings
import math, godotbase, hashes
import internal/godotinternaltypes, internal/godotstrings
import godotcoretypes, gdnativeapi
proc vec2*(x, y: float32): Vector2 {.inline.} =
const EPSILON = 0.00001'f32
{.push stackTrace: off.}
proc vec2*(): Vector2 {.inline, noinit.} =
Vector2()
proc vec2*(x, y: float32): Vector2 {.inline, noinit.} =
Vector2(x: x, y: y)
proc `$`*(self: Vector2): string {.inline.} =
proc `$`*(self: Vector2): string {.inline, noinit.} =
$getGDNativeAPI().vector2AsString(self)
proc normalized*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Normalized(self)
proc hash*(self: Vector2): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash())
proc length*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Length(self)
proc `+`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x + other.x, y: self.y + other.y)
proc angle*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Angle(self)
proc `+=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x += other.x
self.y += other.y
proc lengthSquared*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2LengthSquared(self)
proc `-`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x - other.x, y: self.y - other.y)
proc isNormalized*(self: Vector2): bool {.inline.} =
getGDNativeAPI().vector2IsNormalized(self)
proc `-=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x -= other.x
self.y -= other.y
proc distanceTo*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2DistanceTo(self, to)
proc `*`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x * other.x, y: self.y * other.y)
proc distanceSquaredTo*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2DistanceSquaredTo(self, to)
proc `*=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x *= other.x
self.y *= other.y
proc angleTo*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2AngleTo(self, to)
proc `*`*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x * scalar, y: self.y * scalar)
proc angleToPoint*(self, to: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2AngleToPoint(self, to)
proc `*`*(scalar: float32, v: Vector2): Vector2 {.inline, noinit.} =
v * scalar
proc lerp*(self, b: Vector2; t: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2LinearInterpolate(self, b, t)
proc `*=`*(self: var Vector2, scalar: float32) {.inline, noinit.} =
self.x *= scalar
self.y *= scalar
proc cubicInterpolate*(self, b, preA, postB: Vector2;
t: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2CubicInterpolate(self, b, preA, postB, t)
proc `/`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x / other.x, y: self.y / other.y)
proc rotated*(self: Vector2; phi: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2Rotated(self, phi)
proc `/=`*(self: var Vector2, other: Vector2) {.inline, noinit.} =
self.x /= other.x
self.y /= other.y
proc tangent*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Tangent(self)
proc `/`*(self: Vector2; scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: self.x / scalar, y: self.y / scalar)
proc floor*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Floor(self)
proc snapped*(self: Vector2; by: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Snapped(self, by)
proc aspect*(self: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Aspect(self)
proc dot*(a, b: Vector2): float32 {.inline.} =
getGDNativeAPI().vector2Dot(a, b)
proc slide*(self, n: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Slide(self, n)
proc bounce*(self, n: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Bounce(self, n)
proc reflect*(self, n: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Reflect(self, n)
proc abs*(self: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2Abs(self)
proc clamped*(self: Vector2; length: float32): Vector2 {.inline.} =
getGDNativeAPI().vector2Clamped(self, length)
proc `+`*(self, other: Vector2): Vector2 {.inline.} =
getGDNativeAPI().vector2OperatorAdd(self, other)
proc `+=`*(self: var Vector2, other: Vector2) {.inline.} =
self += other
proc `-`*(self, other: Vector2): Vector2 =
getGDNativeAPI().vector2OperatorSubtract(self, other)
proc `-=`*(self: var Vector2, other: Vector2) {.inline.} =
self = self - other
proc `*`*(self, other: Vector2): Vector2 =
getGDNativeAPI().vector2OperatorMultiplyVector(self, other)
proc `*=`*(self: var Vector2, other: Vector2) {.inline.} =
self = self * other
proc `*`*(self: Vector2, scalar: float32): Vector2 =
getGDNativeAPI().vector2OperatorMultiplyScalar(self, scalar)
proc `*=`*(self: var Vector2, scalar: float32) {.inline.} =
self = self * scalar
proc `/`*(self, other: Vector2): Vector2 =
getGDNativeAPI().vector2OperatorDivideVector(self, other)
proc `/=`*(self: var Vector2, other: Vector2) {.inline.} =
self = self / other
proc `/`*(self: Vector2; scalar: float32): Vector2 =
getGDNativeAPI().vector2OperatorDivideScalar(self, scalar)
proc `/=`*(self: var Vector2; scalar: float32) {.inline.} =
proc `/=`*(self: var Vector2; scalar: float32) {.inline, noinit.} =
self = self / scalar
proc `==`*(self, other: Vector2): bool {.inline.} =
getGDNativeAPI().vector2OperatorEqual(self, other)
proc `==`*(self, other: Vector2): bool {.inline, noinit.} =
self.x == other.x and self.y == other.y
proc `<`*(self, other: Vector2): bool {.inline.} =
getGDNativeAPI().vector2OperatorLess(self, other)
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.} =
getGDNativeAPI().vector2OperatorNeg(self)
proc `>`*(self, other: Vector2): bool {.inline, noinit.} =
if self.x == other.x:
self.y > other.y
else:
self.x > other.x
proc `-`*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: -self.x, y: -self.y)
proc length*(self: Vector2): float32 {.inline, noinit.} =
sqrt(self.x * self.x + self.y * self.y)
proc lengthSquared*(self: Vector2): float32 {.inline, noinit.} =
self.x * self.x + self.y * self.y
proc normalize*(self: var Vector2) {.inline.} =
var len = self.x * self.x + self.y * self.y
if len != 0:
len = sqrt(len)
self.x /= len
self.y /= len
proc normalized*(self: Vector2): Vector2 {.inline, noinit.} =
result = self
result.normalize()
proc angle*(self: Vector2): float32 {.inline, noinit.} =
arctan2(self.y, self.x)
proc isNormalized*(self: Vector2): bool {.inline, noinit.} =
isEqualApprox(self.lengthSquared(), 1.0)
proc distanceTo*(self, to: Vector2): float32 {.inline, noinit.} =
sqrt((self.x - to.x) * (self.x - to.x) + (self.y - to.y) * (self.y - to.y))
proc distanceSquaredTo*(self, to: Vector2): float32 {.inline, noinit.} =
(self.x - to.x) * (self.x - to.x) + (self.y - to.y) * (self.y - to.y)
proc dot*(a, b: Vector2): float32 {.inline, noinit.} =
a.x * b.x + a.y * b.y
proc cross*(a, b: Vector2): float32 {.inline, noinit.} =
a.x * b.y - a.y * b.x
proc cross*(self: Vector2, scalar: float32): Vector2 {.inline, noinit.} =
Vector2(x: scalar * self.y, y: -scalar * self.x)
proc angleTo*(self, to: Vector2): float32 {.noinit.} =
arctan2(cross(self, to), dot(self, to))
proc angleToPoint*(self, to: Vector2): float32 {.inline, noinit.} =
arctan2(self.y - to.y, self.x - to.x)
proc floor*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: floor(self.x), y: floor(self.y))
proc planeProject*(self: Vector2, d: float32,
vec: Vector2): Vector2 {.noinit.} =
vec - self * (self.dot(vec) - d)
proc project*(self, other: Vector2): Vector2 {.noinit.} =
self * (other.dot(self) / self.dot(self))
proc lerp*(self, b: Vector2; t: float32): Vector2 {.inline, noinit.} =
result = self
result.x += t * (b.x - self.x)
result.y += t * (b.y - self.y)
proc cubicInterpolate*(self, b, preA, postB: Vector2;
t: float32): Vector2 {.noinit.} =
let p0 = preA
let p1 = self
let p2 = b
let p3 = postB
let t2 = t * t
let t3 = t2 * t
result = 0.5'f32 * ((p1 * 2.0'f32)) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3
proc setRotation*(self: var Vector2, radians: float32) {.inline, noinit.} =
self.x = cos(radians)
self.y = sin(radians)
proc rotated*(self: Vector2; phi: float32): Vector2 {.inline, noinit.} =
result.setRotation(phi)
result *= self.length()
proc tangent*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.y, y: -self.x)
proc snapped*(self: Vector2; by: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: stepify(self.x, by.x), y: stepify(self.y, by.y))
proc aspect*(self: Vector2): float32 {.inline, noinit.} =
self.x / self.y
proc slide*(self, n: Vector2): Vector2 {.noinit.} =
when not defined(release):
if not n.isNormalized():
printError("Normal not normalized in slide. " & getStackTrace())
return vec2()
result = self - n * self.dot(n)
proc reflect*(self, n: Vector2): Vector2 {.noinit.} =
when not defined(release):
if not n.isNormalized():
printError("Normal not normalized in bounce. " & getStackTrace())
return vec2()
result = 2.0 * n * self.dot(n) - self
proc bounce*(self, n: Vector2): Vector2 {.inline, noinit.} =
-self.reflect(n)
proc abs*(self: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: abs(self.x), y: abs(self.y))
proc clamped*(self: Vector2; length: float32): Vector2 {.noinit.} =
let len = self.length()
result = self
if len > 0 and length < len:
result /= len
result *= length
proc moveToward*(vFrom, to: Vector2, delta: float32): Vector2 =
let
vd = to - vFrom
vLen = vd.length
if vLen <= delta or vLen < EPSILON:
result = to
else:
result = vFrom + (vd / vLen) * delta
{.pop.} # stackTrace: off

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@ -1,8 +1,12 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import math
import math, hashes
import godotbase, godotcoretypes
const EPSILON = 0.00001'f32
{.push stackTrace: off.}
proc vec3*(): Vector3 {.inline.} =
Vector3()
@ -19,6 +23,9 @@ 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
@ -233,3 +240,15 @@ 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

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@ -1,17 +1,17 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import core.godotbase, godotinternal
import core.godotcoretypes
import core.vector2, core.rect2, core.vector3, core.transform2d, core.planes,
core.quats
import core.rect3, 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/godotcoretypes
import core/vector2, core/rect2, core/vector3, core/transform2d, core/planes,
core/quats
import core/aabb, core/basis, core/transforms, core/colors, core/nodepaths,
core/rids
import core/dictionaries, core/arrays, core/poolarrays, core/variants
import nim.godotmacros, nim.godotnim
import nim/godotmacros, nim/godotnim
export godotbase, godotcoretypes, vector2, rect2, vector3, transform2d, planes,
quats, rect3, basis, transforms, colors, nodepaths, rids, dictionaries,
quats, aabb, basis, transforms, colors, nodepaths, rids, dictionaries,
arrays, poolarrays, variants
export godotmacros, godotnim

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@ -1,8 +1,8 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import internal.godotinternaltypes, internal.godotarrays,
internal.godotnodepaths, internal.godotpoolarrays, internal.godotstrings,
internal.godotvariants, internal.godotdictionaries
import internal/godotinternaltypes, internal/godotarrays,
internal/godotnodepaths, internal/godotpoolarrays, internal/godotstrings,
internal/godotvariants, internal/godotdictionaries
import gdnativeapi
export godotinternaltypes, godotarrays, godotnodepaths, godotpoolarrays,
@ -29,8 +29,7 @@ proc nativeScriptRegisterClass*(libHandle: pointer; name, base: cstring;
createFunc: GodotInstanceCreateFunc;
destroyFunc: GodotInstanceDestroyFunc)
{.inline.} =
let api = getGDNativeAPI()
api.nativeScriptRegisterClass(
getGDNativeAPI().nativeScriptRegisterClass(
libHandle, name, base, createFunc, destroyFunc)
proc nativeScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
@ -73,8 +72,7 @@ proc deinit*(o: ptr GodotObject) {.inline.} =
proc godotPrintError*(description, function, file: cstring;
line: cint) {.inline.} =
let api = getGDNativeAPI()
api.printError(description, function, file, line)
getGDNativeAPI().printError(description, function, file, line)
proc godotPrintWarning*(description, function, file: cstring;
line: cint) {.inline.} =
@ -95,6 +93,11 @@ proc getClassName*(o: ptr GodotObject): string =
# 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)

View file

@ -0,0 +1,19 @@
# 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]()

View file

@ -1,6 +1,6 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi, core.godotcoretypes
import godotinternaltypes, gdnativeapi, core/godotcoretypes
proc len*(self: GodotArray): cint {.inline.} =
getGDNativeAPI().arraySize(self)
@ -126,21 +126,30 @@ proc sortCustom*(self: var GodotArray; obj: ptr GodotObject;
funcName: GodotString) {.inline.} =
getGDNativeAPI().arraySortCustom(self, obj, funcName)
proc binarySearch*(self: var GodotArray, val: ptr GodotVariant,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearch(self, val, before)
proc binarySearchCustom*(self: var GodotArray, val: ptr GodotVariant,
obj: ptr GodotObject, funcName: GodotString,
before: bool) {.inline.} =
getGDNativeAPI().arrayBSearchCustom(self, val, obj, funcName, before)
iterator items*(self: GodotArray): GodotVariant =
for i in 0..<self.len:
for i in 0.cint..<self.len:
yield self[i]
iterator mitems*(self: var GodotArray): var GodotVariant =
for i in 0..<self.len:
for i in 0.cint..<self.len:
yield self.mget(i)[]
iterator pairs*(self: GodotArray): tuple[key: cint, val: GodotVariant] =
for i in 0..<self.len:
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..<self.len:
for i in 0.cint..<self.len:
yield (i, self.mget(i)[])
proc `$`*(self: GodotArray): string =

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@ -1,4 +1,4 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi

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@ -1,4 +1,4 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
const MAX_ARG_COUNT* = 256
@ -16,22 +16,61 @@ type
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,
@ -45,7 +84,7 @@ type
Transform2D,
Plane,
Quat, ## 10
Rect3,
AABB,
Basis,
Transform, ## misc types
Color,
@ -77,21 +116,29 @@ type
expected*: VariantType
GodotVariant* {.byref.} = object
data: array[4 + sizeof(int) div 4, float32]
data: array[2, int64]
data2: int
type GodotMethodBind* = object
type
GodotNativeInitOptions* = object
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
GodotNativeTerminateOptions* = object
GDNativeTerminateOptions* = object
inEditor*: bool
GodotMethodRPCMode* {.size: sizeof(cint), pure.} = enum
@ -261,3 +308,6 @@ type
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)))

View file

@ -1,4 +1,4 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
@ -30,8 +30,8 @@ proc subnameCount*(self: GodotNodePath): cint {.inline.} =
proc getSubname*(self: GodotNodePath; idx: cint): GodotString {.inline.} =
getGDNativeAPI().nodePathGetSubname(self, idx)
proc property*(self: GodotNodePath): GodotString {.inline.} =
getGDNativeAPI().nodePathGetProperty(self)
proc getConcatenatedSubnames*(self: GodotNodePath): GodotString {.inline.} =
getGDNativeAPI().nodePathGetConcatenatedSubnames(self)
proc isEmpty*(self: GodotNodePath): bool {.inline.} =
getGDNativeAPI().nodePathIsEmpty(self)

View file

@ -1,13 +1,15 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
import core.godotcoretypes
import core/godotcoretypes
template genPoolArrayAPI(ArrayT, initIdent, DataT,
newProc, newCopyProc, newWithArrayProc, appendProc,
appendArrayProc, insertProc, invertProc, pushBackProc,
removeProc, resizeProc, setProc, getProc, sizeProc,
destroyProc) =
destroyProc, readProc, writeProc,
readAccessPtrProc, writeAccessPtrProc,
readAccessDestroyProc, writeAccessDestroyProc) =
proc initIdent*(dest: var ArrayT) {.inline.} =
getGDNativeAPI().newProc(dest)
@ -43,18 +45,74 @@ template genPoolArrayAPI(ArrayT, initIdent, DataT,
getGDNativeAPI().setProc(self, idx, data)
proc `[]`*(self: ArrayT; idx: cint): DataT {.inline.} =
getGDNativeAPI().getProc(self, idx)
let data = getGDNativeAPI().getProc(self, idx)
when DataT is Color:
data.toColor()
elif DataT is Vector2:
data.toVector2()
elif DataT is Vector3:
data.toVector3()
else:
data
proc len*(self: ArrayT): cint {.inline.} =
getGDNativeAPI().sizeProc(self)
iterator items*(arr: ArrayT): DataT =
for i in 0..<arr.len:
yield arr[i]
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 pairs*(arr: ArrayT): tuple[key: cint, val: DataT] =
for i in 0..<arr.len:
yield (i, 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*(self: ArrayT): tuple[key: cint, val: DataT] =
let readAccess = getGDNativeAPI().readProc(self)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess)
for i in 0.cint..<self.len:
yield (i, readPtr.offset(i)[])
getGDNativeAPI().readAccessDestroyProc(readAccess)
iterator mpairs*(self: var ArrayT): tuple[key: cint, val: var DataT] =
let writeAccess = getGDNativeAPI().writeProc(self)
let writePtr = getGDNativeAPI().writeAccessPtrProc(writeAccess)
for i in 0.cint..<self.len:
yield (i, writePtr.offset(i)[])
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
proc subarray*(self: ArrayT, idxFrom, idxTo: cint): ArrayT =
## Indexes are inclusive, negative values count from the end of the array.
let ownLen = self.len
var actualIdxFrom = if idxFrom < 0: idxFrom + ownLen
else: idxFrom
var actualIdxTo = if idxTo < 0: idxTo + ownLen
else: idxTo
initIdent(result)
if actualIdxFrom < 0 or actualIdxFrom >= ownLen:
let instInfo = instantiationInfo()
getGDNativeAPI().printError(
cstring"Invalid subarray begin index", cstring"subarray", instInfo.filename, instInfo.line.cint)
return
if actualIdxTo < 0 or actualIdxTo >= ownLen:
let instInfo = instantiationInfo()
getGDNativeAPI().printError(
cstring"Invalid subarray end index", cstring"subarray", instInfo.filename, instInfo.line.cint)
return
let span = actualIdxTo - actualIdxFrom + 1
result.setLen(span)
let readAccess = getGDNativeAPI().readProc(self)
let writeAccess = getGDNativeAPI().writeProc(result)
let readPtr = getGDNativeAPI().readAccessPtrProc(readAccess).offset(actualIdxFrom)
copyMem(getGDNativeAPI().writeAccessPtrProc(writeAccess), readPtr, span)
getGDNativeAPI().readAccessDestroyProc(readAccess)
getGDNativeAPI().writeAccessDestroyProc(writeAccess)
genPoolArrayAPI(GodotPoolByteArray, initGodotPoolByteArray, byte,
poolByteArrayNew,
@ -70,7 +128,13 @@ genPoolArrayAPI(GodotPoolByteArray, initGodotPoolByteArray, byte,
poolByteArraySet,
poolByteArrayGet,
poolByteArraySize,
poolByteArrayDestroy)
poolByteArrayDestroy,
poolByteArrayRead,
poolByteArrayWrite,
poolByteArrayReadAccessPtr,
poolByteArrayWriteAccessPtr,
poolByteArrayReadAccessDestroy,
poolByteArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolIntArray, initGodotPoolIntArray, cint,
poolIntArrayNew,
@ -86,7 +150,13 @@ genPoolArrayAPI(GodotPoolIntArray, initGodotPoolIntArray, cint,
poolIntArraySet,
poolIntArrayGet,
poolIntArraySize,
poolIntArrayDestroy)
poolIntArrayDestroy,
poolIntArrayRead,
poolIntArrayWrite,
poolIntArrayReadAccessPtr,
poolIntArrayWriteAccessPtr,
poolIntArrayReadAccessDestroy,
poolIntArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolRealArray, initGodotPoolRealArray, float32,
poolRealArrayNew,
@ -102,7 +172,13 @@ genPoolArrayAPI(GodotPoolRealArray, initGodotPoolRealArray, float32,
poolRealArraySet,
poolRealArrayGet,
poolRealArraySize,
poolRealArrayDestroy)
poolRealArrayDestroy,
poolRealArrayRead,
poolRealArrayWrite,
poolRealArrayReadAccessPtr,
poolRealArrayWriteAccessPtr,
poolRealArrayReadAccessDestroy,
poolRealArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolStringArray, initGodotPoolStringArray, GodotString,
poolStringArrayNew,
@ -118,7 +194,13 @@ genPoolArrayAPI(GodotPoolStringArray, initGodotPoolStringArray, GodotString,
poolStringArraySet,
poolStringArrayGet,
poolStringArraySize,
poolStringArrayDestroy)
poolStringArrayDestroy,
poolStringArrayRead,
poolStringArrayWrite,
poolStringArrayReadAccessPtr,
poolStringArrayWriteAccessPtr,
poolStringArrayReadAccessDestroy,
poolStringArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolVector2Array, initGodotPoolVector2Array, Vector2,
poolVector2ArrayNew,
@ -134,7 +216,13 @@ genPoolArrayAPI(GodotPoolVector2Array, initGodotPoolVector2Array, Vector2,
poolVector2ArraySet,
poolVector2ArrayGet,
poolVector2ArraySize,
poolVector2ArrayDestroy)
poolVector2ArrayDestroy,
poolVector2ArrayRead,
poolVector2ArrayWrite,
poolVector2ArrayReadAccessPtr,
poolVector2ArrayWriteAccessPtr,
poolVector2ArrayReadAccessDestroy,
poolVector2ArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolVector3Array, initGodotPoolVector3Array, Vector3,
poolVector3ArrayNew,
@ -150,7 +238,13 @@ genPoolArrayAPI(GodotPoolVector3Array, initGodotPoolVector3Array, Vector3,
poolVector3ArraySet,
poolVector3ArrayGet,
poolVector3ArraySize,
poolVector3ArrayDestroy)
poolVector3ArrayDestroy,
poolVector3ArrayRead,
poolVector3ArrayWrite,
poolVector3ArrayReadAccessPtr,
poolVector3ArrayWriteAccessPtr,
poolVector3ArrayReadAccessDestroy,
poolVector3ArrayWriteAccessDestroy)
genPoolArrayAPI(GodotPoolColorArray, initGodotPoolColorArray, Color,
poolColorArrayNew,
@ -166,4 +260,10 @@ genPoolArrayAPI(GodotPoolColorArray, initGodotPoolColorArray, Color,
poolColorArraySet,
poolColorArrayGet,
poolColorArraySize,
poolColorArrayDestroy)
poolColorArrayDestroy,
poolColorArrayRead,
poolColorArrayWrite,
poolColorArrayReadAccessPtr,
poolColorArrayWriteAccessPtr,
poolColorArrayReadAccessDestroy,
poolColorArrayWriteAccessDestroy)

View file

@ -1,4 +1,4 @@
# Copyright (c) 2017 Xored Software, Inc.
# Copyright (c) 2018 Xored Software, Inc.
import godotinternaltypes, gdnativeapi
@ -8,19 +8,7 @@ proc initGodotString(dest: var GodotString) {.inline, raises: [].} =
proc initGodotString(dest: var GodotString; contents: cstring;
size: cint) {.inline.} =
## Initializes ``dest`` from UTF-8 ``contents``
getGDNativeAPI().stringNewData(dest, contents, size)
proc getData(self: GodotString; dest: cstring;
size: var cint) {.inline.} =
## Converts ``self`` into UTF-8 encoding, putting the result into ``dest``.
getGDNativeAPI().stringGetData(self, dest, size)
proc len*(self: GodotString): cint {.inline.} =
## Returns the length of string in bytes if it is represented as UTF-8.
getData(self, nil, result)
proc cstring*(self: GodotString): cstring {.inline.} =
getGDNativeAPI().stringCStr(self)
dest = getGDNativeAPI().stringCharsToUtf8WithLen(contents, size)
proc `==`*(self, b: GodotString): bool {.inline.} =
getGDNativeAPI().stringOperatorEqual(self, b)
@ -34,20 +22,29 @@ proc `&`*(self, b: GodotString): GodotString {.inline.} =
proc deinit*(self: var GodotString) {.inline.} =
getGDNativeAPI().stringDestroy(self)
proc len*(self: GodotString): cint {.inline.} =
getGDNativeAPI().stringLength(self)
proc dataPtr*(self: GodotString): ptr cwchar_t {.inline.} =
getGDNativeAPI().stringWideStr(self)
proc `$`*(self: GodotString): string =
## Converts the ``GodotString`` into Nim string
var length = self.len
result = newStringOfCap(length)
getData(self, addr result[0], length)
result.setLen(length)
assert(result[length] == '\0')
var charStr = getGDNativeAPI().stringUtf8(self)
let length = getGDNativeAPI().charStringLength(charStr)
result = newString(length)
copyMem(addr result[0], getGDNativeAPI().charStringGetData(charStr), length)
getGDNativeAPI().charStringDestroy(charStr)
proc toGodotString*(s: string): GodotString {.inline.} =
## Converts the Nim string into ``GodotString``
if s.isNil:
initGodotString(result)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
if s.isNil:
initGodotString(result)
else:
initGodotString(result, cstring(s), cint(s.len + 1))
else:
initGodotString(result, unsafeAddr s[0], cint(s.len + 1))
initGodotString(result, cstring(s), cint(s.len + 1))
proc toGodotString*(s: cstring): GodotString {.inline.} =
## Converts the cstring into ``GodotString``

View file

@ -1,6 +1,6 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import core.godotcoretypes, godotinternaltypes, gdnativeapi
import core/godotcoretypes, godotinternaltypes, gdnativeapi
proc getType*(p: GodotVariant): VariantType {.inline.} =
getGDNativeAPI().variantGetType(p)
@ -44,8 +44,8 @@ proc initGodotVariant*(dest: var GodotVariant; plane: Plane) {.inline.} =
proc initGodotVariant*(dest: var GodotVariant; quat: Quat) {.inline.} =
getGDNativeAPI().variantNewQuat(dest, quat)
proc initGodotVariant*(dest: var GodotVariant; rect3: Rect3) {.inline.} =
getGDNativeAPI().variantNewRect3(dest, rect3)
proc initGodotVariant*(dest: var GodotVariant; aabb: AABB) {.inline.} =
getGDNativeAPI().variantNewAABB(dest, aabb)
proc initGodotVariant*(dest: var GodotVariant; basis: Basis) {.inline.} =
getGDNativeAPI().variantNewBasis(dest, basis)
@ -121,34 +121,34 @@ proc asGodotString*(self: GodotVariant): GodotString {.inline.} =
getGDNativeAPI().variantAsString(self)
proc asVector2*(self: GodotVariant): Vector2 {.inline.} =
getGDNativeAPI().variantAsVector2(self)
getGDNativeAPI().variantAsVector2(self).toVector2()
proc asRect2*(self: GodotVariant): Rect2 {.inline.} =
getGDNativeAPI().variantAsRect2(self)
getGDNativeAPI().variantAsRect2(self).toRect2()
proc asVector3*(self: GodotVariant): Vector3 {.inline.} =
getGDNativeAPI().variantAsVector3(self)
getGDNativeAPI().variantAsVector3(self).toVector3()
proc asTransform2D*(self: GodotVariant): Transform2D {.inline.} =
getGDNativeAPI().variantAsTransform2D(self)
getGDNativeAPI().variantAsTransform2D(self).toTransform2D()
proc asPlane*(self: GodotVariant): Plane {.inline.} =
getGDNativeAPI().variantAsPlane(self)
getGDNativeAPI().variantAsPlane(self).toPlane()
proc asQuat*(self: GodotVariant): Quat {.inline.} =
getGDNativeAPI().variantAsQuat(self)
getGDNativeAPI().variantAsQuat(self).toQuat()
proc asRect3*(self: GodotVariant): Rect3 {.inline.} =
getGDNativeAPI().variantAsRect3(self)
proc asAABB*(self: GodotVariant): AABB {.inline.} =
getGDNativeAPI().variantAsAABB(self).toAABB()
proc asBasis*(self: GodotVariant): Basis {.inline.} =
getGDNativeAPI().variantAsBasis(self)
getGDNativeAPI().variantAsBasis(self).toBasis()
proc asTransform*(self: GodotVariant): Transform {.inline.} =
getGDNativeAPI().variantAsTransform(self)
getGDNativeAPI().variantAsTransform(self).toTransform()
proc asColor*(self: GodotVariant): Color {.inline.} =
getGDNativeAPI().variantAsColor(self)
getGDNativeAPI().variantAsColor(self).toColor()
proc asNodePath*(self: GodotVariant): GodotNodePath {.inline.} =
getGDNativeAPI().variantAsNodePath(self)

View file

@ -1,8 +1,8 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import macros, tables, typetraits
import godotinternal, internal.godotvariants
import godotnim, core.variants
import macros, tables, typetraits, strutils, sets, sequtils, options, algorithm
import godotinternal, internal/godotvariants
import godotnim, core/variants
type
VarDecl = ref object
@ -10,8 +10,8 @@ type
typ: NimNode
defaultValue: NimNode
isNoGodot: bool
hint: string
hintStr: string
hint: Option[string]
hintStr: Option[string]
usage: NimNode
isExported: bool
@ -32,6 +32,8 @@ type
ParseError = object of Exception
include "internal/backwardcompat.inc.nim"
proc godotToNim[T](val: Variant): (T, ConversionResult) =
mixin fromVariant
result[1] = fromVariant(result[0], val)
@ -51,14 +53,15 @@ template parseError(node: NimNode, msg: string) =
proc extractNames(definition: NimNode):
tuple[name, parentName: string] =
if definition.kind == nnkIdent:
result.name = $(definition.ident)
result.name = definition.strVal
else:
if not (definition.kind == nnkInfix and definition[0].ident == !"of"):
if not (definition.kind == nnkInfix and
definition[0].strVal == "of"):
parseError(definition, "invalid type definition")
result.name = $(definition[1].ident)
result.name = definition[1].strVal
case definition[2].kind:
of nnkIdent:
result.parentName = $definition[2].ident
result.parentName = definition[2].strVal
else:
parseError(definition[2], "parent type expected")
@ -71,13 +74,13 @@ proc newCStringLit(s: string): NimNode {.compileTime.} =
newNimNode(nnkCallStrLit).add(ident("cstring"), newRStrLit(s))
iterator pragmas(node: NimNode):
tuple[key: NimIdent, value: NimNode, index: int] =
tuple[key: string, value: NimNode, index: int] =
assert node.kind in {nnkPragma, nnkEmpty}
for index in countdown(node.len - 1, 0):
if node[index].kind == nnkExprColonExpr:
yield (node[index][0].ident, node[index][1], index)
yield (node[index][0].strVal, node[index][1], index)
elif node[index].kind == nnkIdent:
yield (node[index].ident, nil, index)
yield (node[index].strVal, nil, index)
proc removePragmaNode(statement: NimNode,
pname: string): NimNode {.compileTime.} =
@ -90,9 +93,8 @@ 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 == pnameIdent:
if ident.eqIdent(pname):
pragmas.del(i)
return val
@ -103,19 +105,18 @@ proc removePragma(statement: NimNode, pname: string): bool =
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:
if ident.eqIdent(pname):
pragmas.del(i)
return true
proc removeStrPragma(statement: NimNode,
pname: string): string {.compileTime.} =
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: nil
else: $node
result = if node.isNil: none(string)
else: some($node)
proc isExported(node: NimNode): bool {.compileTime.} =
if node.kind == nnkPragmaExpr:
@ -171,10 +172,15 @@ proc parseMethod(meth: NimNode): MethodDecl =
proc parseVarSection(decl: NimNode): seq[VarDecl] =
assert(decl.kind == nnkVarSection)
result = identDefsToVarDecls(decl[0])
for i in 0..<decl.len:
if i == 0:
result = identDefsToVarDecls(decl[i])
else:
result.add(identDefsToVarDecls(decl[i]))
proc parseType(definition, callSite: NimNode): ObjectDecl =
let body = callSite[^1]
proc parseType(ast: NimNode): ObjectDecl =
let definition = ast[0]
let body = ast[^1]
result = ObjectDecl(
fields: newSeq[VarDecl](),
methods: newSeq[MethodDecl]()
@ -182,17 +188,17 @@ proc parseType(definition, callSite: NimNode): ObjectDecl =
(result.name, result.parentName) = extractNames(definition)
var isTool = false
for i in 2..(callSite.len - 2):
let option = callSite[i]
for i in 1..(ast.len - 2):
let option = ast[i]
if option.kind != nnkIdent:
parseError(option, "type specifier expected")
if option.ident == !"tool":
if option.strVal == "tool":
isTool = true
else:
parseError(option, "valid type specifier expected")
result.isTool = isTool
if result.parentName.isNil: result.parentName = "Object"
if result.parentName.len == 0: result.parentName = "Object"
for statement in body:
case statement.kind:
of nnkVarSection:
@ -209,7 +215,7 @@ proc parseType(definition, callSite: NimNode): ObjectDecl =
macro invokeVarArgs(procIdent, objIdent;
minArgs, maxArgs: static[int], numArgsIdent,
argSeqIdent; argTypes: seq[NimNode],
hasReturnValue, isStaticCall: static[bool]): typed =
hasReturnValue, isStaticCall: static[bool]): untyped =
## Produces statement in form:
##
## .. code-block:: nim
@ -266,8 +272,12 @@ macro invokeVarArgs(procIdent, objIdent;
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(
newCall("toVariant", invocation), ident("godotVariant")))
resultVariant, ident("godotVariant")))
branchBody.add(getAst(initGodotVariantCall(ident("result"), theCall)))
else:
branchBody.add(invocation)
@ -282,7 +292,7 @@ macro invokeVarArgs(procIdent, objIdent;
" arguments, but got " & $numArgs)
result.add(newNimNode(nnkElse).add(getAst(
printInvokeErr($procIdent.ident, minArgs, maxArgs, numArgsIdent))))
printInvokeErr(procIdent.strVal, minArgs, maxArgs, numArgsIdent))))
proc typeError(nimType: string, value: string, godotType: VariantType,
className: cstring, propertyName: cstring): string =
@ -390,10 +400,9 @@ template registerGodotField(classNameLit, classNameIdent, propNameLit,
getFunc: getFuncIdent
)
mixin godotTypeInfo
static:
var typeInfo: GodotTypeInfo
when compiles(godotTypeInfo(propTypeIdent)):
typeInfo = godotTypeInfo(propTypeIdent)
const typeInfo = when compiles(godotTypeInfo(propTypeIdent)):
godotTypeInfo(propTypeIdent)
else: GodotTypeInfo()
const hintStr = when hintStrLit != "NIM":
hintStrLit
else:
@ -419,9 +428,6 @@ template registerGodotField(classNameLit, classNameIdent, propNameLit,
unsafeAddr attr, setFunc, getFunc)
hintStrGodot.deinit()
static:
import strutils, sets, sequtils
proc toGodotStyle(s: string): string {.compileTime.} =
result = newStringOfCap(s.len + 10)
for c in s:
@ -442,7 +448,7 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
let objTy = newNimNode(nnkObjectTy)
typeDef.add(newNimNode(nnkRefTy).add(objTy))
objTy.add(newEmptyNode())
if obj.parentName.isNil:
if obj.parentName.len == 0:
objTy.add(newEmptyNode())
else:
objTy.add(newNimNode(nnkOfInherit).add(ident(obj.parentName)))
@ -452,7 +458,8 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
let initBody = newStmtList()
for decl in obj.fields:
if not decl.defaultValue.isNil and decl.defaultValue.kind != nnkEmpty:
initBody.add(newNimNode(nnkAsgn).add(decl.name, decl.defaultValue))
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))
@ -478,10 +485,11 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
else:
initMethod.body.insert(0, initBody)
# {.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
var decls = newSeqOfCap[NimNode](obj.methods.len)
@ -501,23 +509,25 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
result.add(meth.nimNode)
# Register Godot object
let parentName = if obj.parentName.isNil: newStrLitNode("Object")
let parentName = if obj.parentName.len == 0: newStrLitNode("Object")
else: newStrLitNode(obj.parentName)
let classNameLit = newCStringLit(obj.name)
let classNameLit = newStrLitNode(obj.name)
let classNameIdent = ident(obj.name)
let isRef: bool = if obj.parentName.isNil: false
let isRef: bool = if obj.parentName.len == 0: false
else: obj.parentName in refClasses
# Wrapping bools with a newLit is required as a temporary workaround for
# https://github.com/nim-lang/Nim/issues/7375
result.add(getAst(
registerGodotClass(classNameIdent, classNameLit, isRef, parentName,
genSym(nskProc, "createFunc"), obj.isTool)))
registerGodotClass(classNameIdent, classNameLit, newLit(isRef), parentName,
genSym(nskProc, "createFunc"), newLit(obj.isTool))))
# Register fields (properties)
for field in obj.fields:
if field.isNoGodot: continue
let hintStr = if field.hintStr.isNil: "NIM"
else: field.hintStr
let hint = if field.hint.isNil: "NIM"
else: field.hint
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
@ -540,10 +550,23 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
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
@ -586,8 +609,8 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
else: toGodotStyle(meth.name)
let hasReturnValueBool = not (meth.returnType.isNil or
meth.returnType.kind == nnkEmpty or
(meth.returnType.kind == nnkIdent and
meth.returnType.ident == !"void"))
(meth.returnType.kind == nnkIdent and
meth.returnType.strVal == "void"))
let hasReturnValue = if hasReturnValueBool: ident("true")
else: ident("false")
result.add(getAst(
@ -613,11 +636,7 @@ proc genType(obj: ObjectDecl): NimNode {.compileTime.} =
GodotMethodAttributes(), refDec)
result.add(getAst(registerRefIncDec(classNameLit)))
{.push warning[Deprecated]: off.}
# immediate macros are deprecated, but `untyped` doesn't make it immediate,
# as the warning and the documentation claim.
macro gdobj*(definition: untyped, body: typed): typed {.immediate.} =
macro gdobj*(ast: varargs[untyped]): untyped =
## Generates Godot type. Self-documenting example:
##
## .. code-block:: nim
@ -625,7 +644,7 @@ macro gdobj*(definition: untyped, body: typed): typed {.immediate.} =
##
## gdobj MyObj of Node:
## var myField: int
## ## Not exported to Godot (i.e. editor will not see this field).
## ## 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``.
@ -638,12 +657,12 @@ macro gdobj*(definition: untyped, body: typed): typed {.immediate.} =
## ## 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: " & myString)
## print("I am ready! myString is: " & self.myString)
##
## proc myProc*() {.gdExport.} =
## ## Exported to Godot as ``my_proc``
## print("myProc is called! Incrementing myField.")
## inc myField
## inc self.myField
##
## If parent type is omitted, the type is inherited from ``Object``.
##
@ -661,7 +680,5 @@ macro gdobj*(definition: untyped, body: typed): typed {.immediate.} =
## `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(definition, callsite())
let typeDef = parseType(ast)
result = genType(typeDef)
{.push warning[Deprecated]: on.}

View file

@ -1,14 +1,14 @@
# Copyright 2017 Xored Software, Inc.
# Copyright 2018 Xored Software, Inc.
import tables, typetraits, macros, asyncdispatch
import tables, typetraits, macros, unicode, strutils, sets, options
import gdnativeapi
import core.godotcoretypes
import core.vector2, core.rect2,
core.vector3, core.transform2d,
core.planes, core.quats, core.rect3,
core.basis, core.transforms, core.colors,
core.nodepaths, core.rids, core.dictionaries,
core.arrays, core.poolarrays, core.variants
import core/godotcoretypes, core/godotbase
import core/vector2, core/rect2,
core/vector3, core/transform2d,
core/planes, core/quats, core/aabb,
core/basis, core/transforms, core/colors,
core/nodepaths, core/rids, core/dictionaries,
core/arrays, core/poolarrays, core/variants
import godotinternal
## This module defines ``NimGodotObject`` and ``toVariant``/``fromVariant``
@ -31,7 +31,7 @@ type
## The base type all Godot types inherit from.
## Manages lifecycle of the wrapped ``GodotObject``.
godotObject: ptr GodotObject
linkedObject: NimGodotObject
linkedObjectPtr: pointer
## Wrapper around native object that is the container of the Nim "script"
## This is needed for `of` checks and `as` conversions to work as
## expected. For example, Nim type may inherit from ``Spatial``, but the
@ -39,6 +39,8 @@ type
## ``Particles`` is valid, but Nim type system is not aware of that.
## This works in both directions - for linked native object this
## reference points to Nim object.
## This is stored as a raw pointer to avoid reference cycles and therefore
## improve GC performance.
isRef*: bool
isFinalized: bool
isNative: bool
@ -57,7 +59,7 @@ type
SomeFloat = float32 or float64 or cfloat
SomeGodot = bool or Vector2 or Rect2 or Vector3 or
Transform2D or Plane or Quat or Rect3 or
Transform2D or Plane or Quat or AABB or
Basis or Transform or Color or NodePath or
RID or GodotObject or Dictionary or Array or
PoolByteArray or PoolIntArray or PoolRealArray or
@ -89,40 +91,71 @@ type
## values.
## See documentation of ``GodotPropertyHint`` for description of formats.
FNV1Hash = uint32
include "internal/backwardcompat.inc.nim"
proc isFinalized*(obj: NimGodotObject): bool {.inline.} =
obj.isFinalized
template printWarning*(warning: typed) =
## Prints ``warning`` to Godot log, adding filename and line information.
let (filename, line) = instantiationInfo()
godotPrintWarning(cstring($warning), cstring"", cstring(filename), line.cint)
template printError*(error: typed) =
## Prints ``error`` to Godot log, adding filename and line information.
let (filename, line) = instantiationInfo()
godotPrintError(cstring($error), cstring"", cstring(filename), line.cint)
proc print*(parts: varargs[string, `$`]) =
## Prints concatenated ``parts`` to Godot log.
var combined = ""
for v in parts:
combined.add(v)
var s = combined.toGodotString()
godotPrint(s)
s.deinit()
var classRegistry {.threadvar.}: TableRef[cstring, ObjectInfo]
var classRegistryStatic* {.compileTime.}: TableRef[cstring, ObjectInfo]
var classRegistry {.threadvar.}: TableRef[FNV1Hash, ObjectInfo]
var classRegistryStatic* {.compileTime.}: TableRef[FNV1Hash, ObjectInfo]
## Compile-time variable used for implementation of several procedures
## and macros
static:
classRegistryStatic = newTable[cstring, ObjectInfo]()
classRegistryStatic = newTable[FNV1Hash, ObjectInfo]()
static:
import sets, strutils
var nativeClasses {.compileTime.} = newSeq[string]()
var refClasses* {.compileTime.} = newSeq[string]()
template initFNV1Hash(hash: var FNV1Hash) =
hash = 0x811c9dc5'u32
template appendFNV1Hash(hash: var FNV1Hash, val: uint8) =
block:
let u64hash = hash.uint64
hash = ((
u64hash +
(u64hash shl 1'u64) +
(u64hash shl 4'u64) +
(u64hash shl 7'u64) +
(u64hash shl 8'u64) +
(u64hash shl 24'u64)) and 0xFFFFFFFF'u32).uint32 xor val
{.push stackTrace:off.}
proc lsb(c: ptr cwchar_t): char {.noinit, inline.} =
{.emit: [result, " = (char)(", c[]," & 0xFF);"]}
{.pop.}
proc fnv1Hash(godotClassName: GodotString): FNV1Hash =
var charsCount = godotClassName.len
let charsPtr = godotClassName.dataPtr
if charsCount > 2 and
charsPtr.offset(charsCount - 2).lsb == 'S' and
charsPtr.offset(charsCount - 1).lsb == 'W':
charsCount -= 2
initFNV1Hash(result)
for i in 0..<charsCount:
let c = charsPtr.offset(i).lsb
appendFNV1Hash(result, c.uint8)
proc fnv1Hash(godotClassName: string): FNV1Hash {.compileTime.} =
var charsCount = godotClassName.len
if godotClassName.endsWith("SW"):
charsCount -= 2
initFNV1Hash(result)
var i = 0
for rune in runes(godotClassName):
if i >= charsCount:
break
let firstByte = uint8(rune.uint64 and 0xFF'u64)
appendFNV1Hash(result, firstByte)
# We don't really need to calculate hash of other bytes,
# since we only use hashes of ASCII strings
inc i
proc getClassName*(o: NimGodotObject): string =
o.godotObject.getClassName()
@ -140,6 +173,13 @@ proc reference(o: ptr GodotObject): bool {.discardable.} =
cstring"reference")
referenceMethodBind.ptrCall(o, nil, addr result)
var initRefMethodBind {.threadvar.}: ptr GodotMethodBind
proc initRef(o: ptr GodotObject): bool {.discardable.} =
if isNil(initRefMethodBind):
initRefMethodBind = getMethod(cstring"Reference",
cstring"init_ref")
initRefMethodBind.ptrCall(o, nil, addr result)
proc deinit*(obj: NimGodotObject) =
## Destroy the object. You only need to call this for objects not inherited
## from Reference, where manual lifecycle control is necessary.
@ -147,12 +187,15 @@ proc deinit*(obj: NimGodotObject) =
obj.godotObject.deinit()
obj.godotObject = nil
proc linkedObject(obj: NimGodotObject): NimGodotObject {.inline.} =
cast[NimGodotObject](obj.linkedObjectPtr)
proc nimGodotObjectFinalizer*[T: NimGodotObject](obj: T) =
if obj.godotObject.isNil or obj.isNative: return
# important to set it before so that ``unreference`` is aware
obj.isFinalized = true
if obj.isRef and obj.godotObject.unreference() or
not obj.linkedObject.isNil:
if (obj.isRef or not obj.linkedObject.isNil and obj.linkedObject.isRef) and
obj.godotObject.unreference():
obj.deinit()
macro baseNativeType(T: typedesc): cstring =
@ -166,7 +209,7 @@ macro baseNativeType(T: typedesc): cstring =
if typeName == "NimGodotObject":
break
t = getType(t[1][1])
if baseT.isNil:
if baseT.len == 0:
result = newNilLit()
else:
let rStr = newNimNode(nnkRStrLit)
@ -191,12 +234,12 @@ macro isResource(T: typedesc): bool =
result = if inherits(getType(T), "Resource"): ident("true")
else: ident("false")
template registerClass*(T: typedesc; godotClassName: cstring,
template registerClass*(T: typedesc; godotClassName: string or cstring,
native: bool) =
## Registers the specified Godot type.
## Used by ``gdobj`` macro and `godotapigen <godotapigen.html>`_.
if classRegistry.isNil:
classRegistry = newTable[cstring, ObjectInfo]()
classRegistry = newTable[FNV1Hash, ObjectInfo]()
let constructor = proc(): NimGodotObject =
var t: T
new(t, nimGodotObjectFinalizer[T])
@ -210,14 +253,22 @@ template registerClass*(T: typedesc; godotClassName: cstring,
isNative: native,
isRef: isRef
)
classRegistry[godotClassName] = objInfo
classRegistry[fnv1Hash($godotClassName)] = objInfo
static:
let objInfoStatic = ObjectInfo(
baseNativeClass: base,
isNative: native,
isRef: isRef,
)
classRegistryStatic[godotClassName] = objInfoStatic
let nameHash = fnv1Hash($godotClassName)
if not classRegistryStatic.contains(nameHash):
classRegistryStatic[nameHash] = objInfoStatic
elif not endsWith($godotClassName, "SW"):
# For simplicity we assume that all class names must have
# different hashes
# If this exception is ever raised, I guess, we should
# implement a proper collision resolving
raise newException(Exception, "Hash collision " & $godotClassName)
when isRef:
static:
refClasses.add(T.name)
@ -226,10 +277,10 @@ template registerClass*(T: typedesc; godotClassName: cstring,
nativeClasses.add(T.name)
proc newNimGodotObject[T: NimGodotObject](
godotObject: ptr GodotObject, godotClassName: cstring, noRef: bool): T =
godotObject: ptr GodotObject, godotClassName: GodotString, noRef: bool): T =
assert(not classRegistry.isNil)
assert(not godotObject.isNil)
let objInfo = classRegistry.getOrDefault(godotClassName)
let objInfo = classRegistry.getOrDefault(fnv1Hash(godotClassName))
if objInfo.constructor.isNil:
printError("Nim constructor not found for class " & $godotClassName)
else:
@ -240,7 +291,7 @@ proc newNimGodotObject[T: NimGodotObject](
result.godotObject.reference()
proc asNimGodotObject*[T: NimGodotObject](
godotObject: ptr GodotObject, forceNativeObject: bool = false): T =
godotObject: ptr GodotObject, forceNativeObject, noRef: bool = false): T =
## Wraps ``godotObject`` into Nim type ``T``.
## This is used by `godotapigen <godotapigen.html>`_ and should rarely be
## used by anything else.
@ -252,8 +303,11 @@ proc asNimGodotObject*[T: NimGodotObject](
# Could be data from other bindings
result = nil
if result.isNil:
var classNameStr = godotObject.getClassNameRaw()
result = newNimGodotObject[T](
godotObject, cstring(godotObject.getClassName()), forceNativeObject)
godotObject, classNameStr,
forceNativeObject or noRef)
deinit(classNameStr)
proc newVariant*(obj: NimGodotObject): Variant {.inline.} =
newVariant(obj.godotObject)
@ -278,45 +332,35 @@ proc `as`*[T: NimGodotObject](obj: NimGodotObject, t: typedesc[T]): T =
## This can be used either in dot notation (``node.as(Button)``) or
## infix notation (``node as Button``).
if obj.isNil: return nil
if obj of T:
if system.`of`(obj, T):
result = T(obj)
elif not obj.linkedObject.isNil and obj.linkedObject of T:
elif not obj.linkedObject.isNil and system.`of`(obj.linkedObject, T):
result = T(obj.linkedObject)
else:
when not defined(release):
printError("Failed to cast object to " &
T.name & "\n" & getStackTrace())
result = nil
proc `of`*[T: NimGodotObject](obj: NimGodotObject,
t: typedesc[T]): bool {.inline.} =
proc `of`*[T1, T2: NimGodotObject](obj: T1, t: typedesc[T2]): bool {.inline.} =
## Godot-specific inheritance check.
not obj.isNil and (system.`of`(obj, T) or system.`of`(obj.linkedObject, T))
not obj.isNil and (system.`of`(obj, T2) or system.`of`(obj.linkedObject, T2))
proc newRStrLit(s: string): NimNode {.compileTime.} =
result = newNimNode(nnkRStrLit)
result.strVal = s
static:
import strutils
macro toGodotName(T: typedesc): string =
var godotName: string
macro toGodotName(T: typedesc): untyped =
if T is GodotString or T is string:
godotName = "String"
newStrLitNode"String"
elif T is SomeFloat:
godotName = "float"
newStrLitNode"float"
elif T is SomeUnsignedInt or T is SomeSignedInt:
godotName = "int"
if godotName.isNil:
let nameStr: string = (($T.getType()[1][1].symbol).split(':')[0])
godotName = case nameStr:
of "File", "Directory", "Thread", "Mutex", "Semaphore":
"_" & nameStr
else:
nameStr
result = newLit(godotName)
newStrLitNode"int"
else:
let nameStr = ((T.getType()[1][1].strVal).split(':')[0])
case nameStr:
of "File", "Directory", "Thread", "Mutex", "Semaphore":
newStrLitNode("_" & nameStr)
else:
newStrLitNode(nameStr)
macro asCString(s: static[string]): cstring =
result = newNimNode(nnkCallStrLit).add(
@ -375,11 +419,18 @@ proc newOwnObj[T: NimGodotObject](name: cstring): T =
proc gdnew*[T: NimGodotObject](): T =
## Instantiates new object of type ``T``.
const godotName = asCString(toGodotName(T))
const objInfo = classRegistryStatic[godotName]
result = when objInfo.isNative:
asNimGodotObject[T](getClassConstructor(godotName)())
else: newOwnObj[T](godotName)
const godotName = toGodotName(T)
const cGodotName = asCString(godotName)
const objInfo = classRegistryStatic[fnv1Hash(godotName)]
when objInfo.isNative:
let godotObject = getClassConstructor(cGodotName)()
new(result, nimGodotObjectFinalizer[T])
result.godotObject = godotObject
when objInfo.isRef:
godotObject.initRef()
result.isRef = true
else:
result = newOwnObj[T](cGodotName)
proc newCallError*(err: VariantCallError): ref CallError =
## Instantiates ``CallError`` from Godot ``err``.
@ -419,14 +470,17 @@ proc setGodotObject*(nimObj: NimGodotObject, obj: ptr GodotObject) {.inline.} =
proc setNativeObject*(nimObj: NimGodotObject,
nativeObj: NimGodotObject) {.inline.} =
## Used from Godot constructor produced by ``gdobj`` macro. Do not call.
nimObj.linkedObject = nativeObj
nativeObj.linkedObject = nimObj
GC_ref(nativeObj)
nimObj.linkedObjectPtr = cast[pointer](nativeObj)
nativeObj.linkedObjectPtr = cast[pointer](nimObj)
nativeObj.isNative = true
proc removeGodotObject*(nimObj: NimGodotObject) {.inline.} =
## Used from Godot destructor produced by ``gdobj`` macro. Do not call.
GC_unref(nimObj.linkedObject)
nimObj.godotObject = nil
nimObj.linkedObject.godotObject = nil
nimObj.linkedObjectPtr = nil
proc `==`*(self, other: NimGodotObject): bool {.inline.} =
## Compares objects by referential equality.
@ -469,7 +523,7 @@ proc toVariant*(self: Variant): Variant {.inline.} =
if self.isNil:
newVariant()
else:
self
newVariant(self)
proc fromVariant*(self: var Variant,
val: Variant): ConversionResult {.inline.} =
@ -497,8 +551,8 @@ proc godotTypeInfo*(T: typedesc[SomeGodotOrNum]): GodotTypeInfo {.inline.} =
VariantType.Plane
elif T is Quat:
VariantType.Quat
elif T is Rect3:
VariantType.Rect3
elif T is AABB:
VariantType.AABB
elif T is Basis:
VariantType.Basis
elif T is Transform:
@ -558,7 +612,11 @@ proc fromVariant*[T: SomeSignedInt or SomeUnsignedInt](
else: uint64)
intVal = when T is SomeSignedInt: val.asInt()
else: val.asUint()
if intVal > high(T) or intVal < low(T):
const highT = when T is SomeSignedInt: high(T).int64
else: high(T).uint64
const lowT = when T is SomeSignedInt: low(T).int64
else: low(T).uint64
if intVal > highT or intVal < lowT:
result = ConversionResult.RangeError
else:
self = T(intVal)
@ -614,8 +672,8 @@ proc fromVariant*[T: SomeGodot](self: var T, val: Variant): ConversionResult =
self = val.asPlane()
elif self is Quat:
self = val.asQuat()
elif self is Rect3:
self = val.asRect3()
elif self is AABB:
self = val.asAABB()
elif self is Basis:
self = val.asBasis()
elif self is Transform:
@ -662,7 +720,10 @@ proc fromVariant*(s: var string, val: Variant): ConversionResult =
if val.getType() == VariantType.String:
s = val.asString()
elif val.getType() == VariantType.Nil:
s = nil
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
s = nil
else:
s = ""
else:
result = ConversionResult.TypeError
@ -736,10 +797,31 @@ proc fromVariant*[T: array](s: var T, val: Variant): ConversionResult =
else:
result = ConversionResult.TypeError
proc godotTypeInfo*(T: typedesc[Table|TableRef]): GodotTypeInfo {.inline.} =
proc godotTypeInfo*[T](OptT: typedesc[Option[T]]): GodotTypeInfo =
when compiles(godotTypeInfo(T)):
result.variantType = godotTypeInfo(T)
else:
result.variantType = VariantType.Nil
proc toVariant*[T](option: Option[T]): Variant =
if option.isSome():
result = toVariant(option.unsafeGet())
else:
result = newVariant()
proc fromVariant*[T](option: var Option[T], val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
option = none(T)
else:
var v: T
result = fromVariant(v, val)
if result == ConversionResult.OK:
option = some(result)
proc godotTypeInfo*(T: typedesc[Table|TableRef|OrderedTable|OrderedTableRef]): GodotTypeInfo {.inline.} =
result.variantType = VariantType.Dictionary
proc toVariant*[T: Table or TableRef](t: T): Variant =
proc toVariant*[T: Table or TableRef or OrderedTable or OrderedTableRef](t: T): Variant =
when t is ref:
if t.isNil:
return newVariant()
@ -749,7 +831,7 @@ proc toVariant*[T: Table or TableRef](t: T): Variant =
dict[toVariant(k)] = toVariant(v)
result = newVariant(dict)
proc fromVariant*[T: Table or TableRef](t: var T,
proc fromVariant*[T: Table or TableRef or OrderedTable or OrderedTableRef](t: var T,
val: Variant): ConversionResult =
if val.getType() == VariantType.Nil:
when t is ref:
@ -759,8 +841,12 @@ proc fromVariant*[T: Table or TableRef](t: var T,
mixin fromVariant
when t is Table:
t = initTable[type(t.keys()), type(t.values())]()
else:
elif t is TableRef:
t = newTable[type(t.keys()), type(t.values())]()
elif t is OrderedTable:
t = initOrderedTable[type(t.keys()), type(t.values())]()
else:
t = newOrderedTable[type(t.keys()), type(t.values())]()
for k, v in dict:
var nimKey: type(t.keys())
var nimVal: type(t.values())
@ -778,10 +864,11 @@ proc fromVariant*[T: Table or TableRef](t: var T,
else:
result = ConversionResult.TypeError
{.emit: """/*TYPESECTION*/
void NimMain(void);
N_NOINLINE(void, setStackBottom)(void* thestackbottom);
""".}
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """/*TYPESECTION*/
N_LIB_EXPORT N_CDECL(void, NimMain)(void);
N_NOINLINE(void, setStackBottom)(void* thestackbottom);
""".}
var nativeLibHandle: pointer
proc getNativeLibHandle*(): pointer =
@ -794,31 +881,60 @@ proc godot_nativescript_init(handle: pointer) {.
nativeLibHandle = handle
var stackBottom {.volatile.}: pointer
stackBottom = addr(stackBottom)
{.emit: """
NimMain();
setStackBottom((void*)(&`stackBottom`));
""".}
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """
setStackBottom((void*)(&`stackBottom`));
""".}
else:
nimGC_setStackBottom(stackBottom)
GC_fullCollect()
GC_disable()
proc godot_gdnative_init(options: ptr GodotNativeInitOptions) {.
proc godot_gdnative_init(options: ptr GDNativeInitOptions) {.
cdecl, exportc, dynlib.} =
gdNativeLibraryObj = options.gdNativeLibrary
setGDNativeAPI(options.gdNativeAPIStruct)
setGDNativeAPI(options.gdNativeAPIStruct, options)
proc godot_gdnative_terminate(options: ptr GodotNativeTerminateOptions) {.
proc godot_gdnative_terminate(options: ptr GDNativeTerminateOptions) {.
cdecl, exportc, dynlib.} =
deallocHeap(runFinalizers = not options[].inEditor, allowGcAfterwards = false)
if not options[].inEditor or not compileOption("threads"):
deallocHeap(runFinalizers = not options[].inEditor, allowGcAfterwards = false)
const nimGcStepLengthUs {.intdefine.} = 2000
var idleCallbacks {.threadvar.}: seq[proc () {.closure.}]
idleCallbacks = newSeq[proc () {.closure.}]()
var isMainThread {.threadvar.}: bool
isMainThread = true
proc registerFrameCallback*(cb: proc () {.closure.}) =
# Registers a callback to be called on the main thread at the end
# of each frame.
if not isMainThread:
const err = cstring"registerFrameIdleCallback is called from non-main thread. Ignoring."
godotPrintError(err, cstring"registerFrameCallback",
cstring"godotnim.nim", 0)
else:
idleCallbacks.add(cb)
{.push stackTrace: off.}
proc godot_nativescript_frame() {.cdecl, exportc, dynlib.} =
var stackBottom {.volatile.}: pointer
{.emit: """
setStackBottom((void*)(&`stackBottom`));
""".}
for _ in 1..10:
if asyncdispatch.hasPendingOperations():
poll(0)
stackBottom = addr(stackBottom)
when (NimMajor, NimMinor, NimPatch) < (0, 19, 0):
{.emit: """
setStackBottom((void*)(&`stackBottom`));
""".}
else:
nimGC_setStackBottom(stackBottom)
for cb in idleCallbacks:
cb()
GC_step(nimGcStepLengthUs, true, 0)
when not defined(release):
@ -829,7 +945,7 @@ proc godot_nativescript_thread_enter() {.cdecl, exportc, dynlib.} =
when compileOption("threads"):
setupForeignThreadGc()
else:
const err = cstring"A foreign thread is created, but app is compiled without --threads:on. Bad things will happen if Nim code is invoked from this thread."
const err = cstring"A foreign thread is created, but app is compiled without --threads:on. Bad things will happen if Nim code is invoked from this thread. If you see this warning when running the editor and you don't actually use threads, ignore it."
var s = err.toGodotString()
godotPrint(s)
s.deinit()
@ -837,3 +953,5 @@ proc godot_nativescript_thread_enter() {.cdecl, exportc, dynlib.} =
proc godot_nativescript_thread_exit() {.cdecl, exportc, dynlib.} =
when compileOption("threads"):
teardownForeignThreadGc()
{.pop.} # stackTrace: off

View file

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