/*************************************************************************/ /* variant.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "gdnative/variant.h" #include "core/reference.h" #include "core/variant.h" #ifdef __cplusplus extern "C" { #endif #define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr) // Constructors godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; return (godot_variant_type)self->get_type(); } void GDAPI godot_variant_new_copy(godot_variant *p_dest, const godot_variant *p_src) { Variant *dest = (Variant *)p_dest; Variant *src = (Variant *)p_src; memnew_placement(dest, Variant(*src)); } void GDAPI godot_variant_new_nil(godot_variant *r_dest) { Variant *dest = (Variant *)r_dest; memnew_placement(dest, Variant); } void GDAPI godot_variant_new_bool(godot_variant *r_dest, const godot_bool p_b) { Variant *dest = (Variant *)r_dest; memnew_placement_custom(dest, Variant, Variant(p_b)); } void GDAPI godot_variant_new_uint(godot_variant *r_dest, const uint64_t p_i) { Variant *dest = (Variant *)r_dest; memnew_placement_custom(dest, Variant, Variant(p_i)); } void GDAPI godot_variant_new_int(godot_variant *r_dest, const int64_t p_i) { Variant *dest = (Variant *)r_dest; memnew_placement_custom(dest, Variant, Variant(p_i)); } void GDAPI godot_variant_new_real(godot_variant *r_dest, const double p_r) { Variant *dest = (Variant *)r_dest; memnew_placement_custom(dest, Variant, Variant(p_r)); } void GDAPI godot_variant_new_string(godot_variant *r_dest, const godot_string *p_s) { Variant *dest = (Variant *)r_dest; String *s = (String *)p_s; memnew_placement_custom(dest, Variant, Variant(*s)); } void GDAPI godot_variant_new_vector2(godot_variant *r_dest, const godot_vector2 *p_v2) { Variant *dest = (Variant *)r_dest; Vector2 *v2 = (Vector2 *)p_v2; memnew_placement_custom(dest, Variant, Variant(*v2)); } void GDAPI godot_variant_new_rect2(godot_variant *r_dest, const godot_rect2 *p_rect2) { Variant *dest = (Variant *)r_dest; Rect2 *rect2 = (Rect2 *)p_rect2; memnew_placement_custom(dest, Variant, Variant(*rect2)); } void GDAPI godot_variant_new_vector3(godot_variant *r_dest, const godot_vector3 *p_v3) { Variant *dest = (Variant *)r_dest; Vector3 *v3 = (Vector3 *)p_v3; memnew_placement_custom(dest, Variant, Variant(*v3)); } void GDAPI godot_variant_new_transform2d(godot_variant *r_dest, const godot_transform2d *p_t2d) { Variant *dest = (Variant *)r_dest; Transform2D *t2d = (Transform2D *)p_t2d; memnew_placement_custom(dest, Variant, Variant(*t2d)); } void GDAPI godot_variant_new_plane(godot_variant *r_dest, const godot_plane *p_plane) { Variant *dest = (Variant *)r_dest; Plane *plane = (Plane *)p_plane; memnew_placement_custom(dest, Variant, Variant(*plane)); } void GDAPI godot_variant_new_quat(godot_variant *r_dest, const godot_quat *p_quat) { Variant *dest = (Variant *)r_dest; Quat *quat = (Quat *)p_quat; memnew_placement_custom(dest, Variant, Variant(*quat)); } void GDAPI godot_variant_new_aabb(godot_variant *r_dest, const godot_aabb *p_aabb) { Variant *dest = (Variant *)r_dest; AABB *aabb = (AABB *)p_aabb; memnew_placement_custom(dest, Variant, Variant(*aabb)); } void GDAPI godot_variant_new_basis(godot_variant *r_dest, const godot_basis *p_basis) { Variant *dest = (Variant *)r_dest; Basis *basis = (Basis *)p_basis; memnew_placement_custom(dest, Variant, Variant(*basis)); } void GDAPI godot_variant_new_transform(godot_variant *r_dest, const godot_transform *p_trans) { Variant *dest = (Variant *)r_dest; Transform *trans = (Transform *)p_trans; memnew_placement_custom(dest, Variant, Variant(*trans)); } void GDAPI godot_variant_new_color(godot_variant *r_dest, const godot_color *p_color) { Variant *dest = (Variant *)r_dest; Color *color = (Color *)p_color; memnew_placement_custom(dest, Variant, Variant(*color)); } void GDAPI godot_variant_new_node_path(godot_variant *r_dest, const godot_node_path *p_np) { Variant *dest = (Variant *)r_dest; NodePath *np = (NodePath *)p_np; memnew_placement_custom(dest, Variant, Variant(*np)); } void GDAPI godot_variant_new_rid(godot_variant *r_dest, const godot_rid *p_rid) { Variant *dest = (Variant *)r_dest; RID *rid = (RID *)p_rid; memnew_placement_custom(dest, Variant, Variant(*rid)); } void GDAPI godot_variant_new_object(godot_variant *r_dest, const godot_object *p_obj) { Variant *dest = (Variant *)r_dest; Object *obj = (Object *)p_obj; Reference *reference = Object::cast_to(obj); REF ref; if (reference) { ref = REF(reference); } if (!ref.is_null()) { memnew_placement_custom(dest, Variant, Variant(ref.get_ref_ptr())); } else { #if defined(DEBUG_METHODS_ENABLED) if (reference) { ERR_PRINT("Reference object has 0 refcount in godot_variant_new_object - you lost it somewhere."); } #endif memnew_placement_custom(dest, Variant, Variant(obj)); } } void GDAPI godot_variant_new_dictionary(godot_variant *r_dest, const godot_dictionary *p_dict) { Variant *dest = (Variant *)r_dest; Dictionary *dict = (Dictionary *)p_dict; memnew_placement_custom(dest, Variant, Variant(*dict)); } void GDAPI godot_variant_new_array(godot_variant *r_dest, const godot_array *p_arr) { Variant *dest = (Variant *)r_dest; Array *arr = (Array *)p_arr; memnew_placement_custom(dest, Variant, Variant(*arr)); } void GDAPI godot_variant_new_pool_byte_array(godot_variant *r_dest, const godot_pool_byte_array *p_pba) { Variant *dest = (Variant *)r_dest; PoolByteArray *pba = (PoolByteArray *)p_pba; memnew_placement_custom(dest, Variant, Variant(*pba)); } void GDAPI godot_variant_new_pool_int_array(godot_variant *r_dest, const godot_pool_int_array *p_pia) { Variant *dest = (Variant *)r_dest; PoolIntArray *pia = (PoolIntArray *)p_pia; memnew_placement_custom(dest, Variant, Variant(*pia)); } void GDAPI godot_variant_new_pool_real_array(godot_variant *r_dest, const godot_pool_real_array *p_pra) { Variant *dest = (Variant *)r_dest; PoolRealArray *pra = (PoolRealArray *)p_pra; memnew_placement_custom(dest, Variant, Variant(*pra)); } void GDAPI godot_variant_new_pool_string_array(godot_variant *r_dest, const godot_pool_string_array *p_psa) { Variant *dest = (Variant *)r_dest; PoolStringArray *psa = (PoolStringArray *)p_psa; memnew_placement_custom(dest, Variant, Variant(*psa)); } void GDAPI godot_variant_new_pool_vector2_array(godot_variant *r_dest, const godot_pool_vector2_array *p_pv2a) { Variant *dest = (Variant *)r_dest; PoolVector2Array *pv2a = (PoolVector2Array *)p_pv2a; memnew_placement_custom(dest, Variant, Variant(*pv2a)); } void GDAPI godot_variant_new_pool_vector3_array(godot_variant *r_dest, const godot_pool_vector3_array *p_pv3a) { Variant *dest = (Variant *)r_dest; PoolVector3Array *pv3a = (PoolVector3Array *)p_pv3a; memnew_placement_custom(dest, Variant, Variant(*pv3a)); } void GDAPI godot_variant_new_pool_color_array(godot_variant *r_dest, const godot_pool_color_array *p_pca) { Variant *dest = (Variant *)r_dest; PoolColorArray *pca = (PoolColorArray *)p_pca; memnew_placement_custom(dest, Variant, Variant(*pca)); } godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; return self->operator bool(); } uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; return self->operator uint64_t(); } int64_t GDAPI godot_variant_as_int(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; return self->operator int64_t(); } double GDAPI godot_variant_as_real(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; return self->operator double(); } godot_string GDAPI godot_variant_as_string(const godot_variant *p_self) { godot_string raw_dest; const Variant *self = (const Variant *)p_self; String *dest = (String *)&raw_dest; memnew_placement(dest, String(self->operator String())); // operator = is overloaded by String return raw_dest; } godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_self) { godot_vector2 raw_dest; const Variant *self = (const Variant *)p_self; Vector2 *dest = (Vector2 *)&raw_dest; *dest = *self; return raw_dest; } godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_self) { godot_rect2 raw_dest; const Variant *self = (const Variant *)p_self; Rect2 *dest = (Rect2 *)&raw_dest; *dest = *self; return raw_dest; } godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_self) { godot_vector3 raw_dest; const Variant *self = (const Variant *)p_self; Vector3 *dest = (Vector3 *)&raw_dest; *dest = *self; return raw_dest; } godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_self) { godot_transform2d raw_dest; const Variant *self = (const Variant *)p_self; Transform2D *dest = (Transform2D *)&raw_dest; *dest = *self; return raw_dest; } godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_self) { godot_plane raw_dest; const Variant *self = (const Variant *)p_self; Plane *dest = (Plane *)&raw_dest; *dest = *self; return raw_dest; } godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_self) { godot_quat raw_dest; const Variant *self = (const Variant *)p_self; Quat *dest = (Quat *)&raw_dest; *dest = *self; return raw_dest; } godot_aabb GDAPI godot_variant_as_aabb(const godot_variant *p_self) { godot_aabb raw_dest; const Variant *self = (const Variant *)p_self; AABB *dest = (AABB *)&raw_dest; *dest = *self; return raw_dest; } godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_self) { godot_basis raw_dest; const Variant *self = (const Variant *)p_self; Basis *dest = (Basis *)&raw_dest; *dest = *self; return raw_dest; } godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_self) { godot_transform raw_dest; const Variant *self = (const Variant *)p_self; Transform *dest = (Transform *)&raw_dest; *dest = *self; return raw_dest; } godot_color GDAPI godot_variant_as_color(const godot_variant *p_self) { godot_color raw_dest; const Variant *self = (const Variant *)p_self; Color *dest = (Color *)&raw_dest; *dest = *self; return raw_dest; } godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_self) { godot_node_path raw_dest; const Variant *self = (const Variant *)p_self; NodePath *dest = (NodePath *)&raw_dest; memnew_placement(dest, NodePath(self->operator NodePath())); // operator = is overloaded by NodePath return raw_dest; } godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_self) { godot_rid raw_dest; const Variant *self = (const Variant *)p_self; RID *dest = (RID *)&raw_dest; *dest = *self; return raw_dest; } godot_object GDAPI *godot_variant_as_object(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; Object *dest; dest = *self; return (godot_object *)dest; } godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_self) { godot_dictionary raw_dest; const Variant *self = (const Variant *)p_self; Dictionary *dest = (Dictionary *)&raw_dest; memnew_placement(dest, Dictionary(self->operator Dictionary())); // operator = is overloaded by Dictionary return raw_dest; } godot_array GDAPI godot_variant_as_array(const godot_variant *p_self) { godot_array raw_dest; const Variant *self = (const Variant *)p_self; Array *dest = (Array *)&raw_dest; memnew_placement(dest, Array(self->operator Array())); // operator = is overloaded by Array return raw_dest; } godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_self) { godot_pool_byte_array raw_dest; const Variant *self = (const Variant *)p_self; PoolByteArray *dest = (PoolByteArray *)&raw_dest; memnew_placement(dest, PoolByteArray(self->operator PoolByteArray())); // operator = is overloaded by PoolByteArray *dest = *self; return raw_dest; } godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_self) { godot_pool_int_array raw_dest; const Variant *self = (const Variant *)p_self; PoolIntArray *dest = (PoolIntArray *)&raw_dest; memnew_placement(dest, PoolIntArray(self->operator PoolIntArray())); // operator = is overloaded by PoolIntArray *dest = *self; return raw_dest; } godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_self) { godot_pool_real_array raw_dest; const Variant *self = (const Variant *)p_self; PoolRealArray *dest = (PoolRealArray *)&raw_dest; memnew_placement(dest, PoolRealArray(self->operator PoolRealArray())); // operator = is overloaded by PoolRealArray *dest = *self; return raw_dest; } godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_self) { godot_pool_string_array raw_dest; const Variant *self = (const Variant *)p_self; PoolStringArray *dest = (PoolStringArray *)&raw_dest; memnew_placement(dest, PoolStringArray(self->operator PoolStringArray())); // operator = is overloaded by PoolStringArray *dest = *self; return raw_dest; } godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_self) { godot_pool_vector2_array raw_dest; const Variant *self = (const Variant *)p_self; PoolVector2Array *dest = (PoolVector2Array *)&raw_dest; memnew_placement(dest, PoolVector2Array(self->operator PoolVector2Array())); // operator = is overloaded by PoolVector2Array *dest = *self; return raw_dest; } godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_self) { godot_pool_vector3_array raw_dest; const Variant *self = (const Variant *)p_self; PoolVector3Array *dest = (PoolVector3Array *)&raw_dest; memnew_placement(dest, PoolVector3Array(self->operator PoolVector3Array())); // operator = is overloaded by PoolVector3Array *dest = *self; return raw_dest; } godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_self) { godot_pool_color_array raw_dest; const Variant *self = (const Variant *)p_self; PoolColorArray *dest = (PoolColorArray *)&raw_dest; memnew_placement(dest, PoolColorArray(self->operator PoolColorArray())); // operator = is overloaded by PoolColorArray *dest = *self; return raw_dest; } godot_variant GDAPI godot_variant_call(godot_variant *p_self, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount, godot_variant_call_error *r_error) { Variant *self = (Variant *)p_self; String *method = (String *)p_method; const Variant **args = (const Variant **)p_args; godot_variant raw_dest; Variant *dest = (Variant *)&raw_dest; Variant::CallError error; memnew_placement_custom(dest, Variant, Variant(self->call(*method, args, p_argcount, error))); if (r_error) { r_error->error = (godot_variant_call_error_error)error.error; r_error->argument = error.argument; r_error->expected = (godot_variant_type)error.expected; } return raw_dest; } godot_bool GDAPI godot_variant_has_method(const godot_variant *p_self, const godot_string *p_method) { const Variant *self = (const Variant *)p_self; const String *method = (const String *)p_method; return self->has_method(*method); } godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_self, const godot_variant *p_other) { const Variant *self = (const Variant *)p_self; const Variant *other = (const Variant *)p_other; return self->operator==(*other); } godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_self, const godot_variant *p_other) { const Variant *self = (const Variant *)p_self; const Variant *other = (const Variant *)p_other; return self->operator<(*other); } godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_self, const godot_variant *p_other) { const Variant *self = (const Variant *)p_self; const Variant *other = (const Variant *)p_other; return self->hash_compare(*other); } godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_self) { const Variant *self = (const Variant *)p_self; return self->booleanize(); } void GDAPI godot_variant_destroy(godot_variant *p_self) { Variant *self = (Variant *)p_self; self->~Variant(); } #ifdef __cplusplus } #endif