godot/modules/gdnative/gdnative/variant.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

527 lines
19 KiB
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/*************************************************************************/
/* variant.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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
// Workaround GCC ICE on armv7hl which was affected GCC 6.0 up to 8.0 (GH-16100).
// It was fixed upstream in 8.1, and a fix was backported to 7.4.
// This can be removed once no supported distro ships with versions older than 7.4.
#if defined(__arm__) && defined(__GNUC__) && !defined(__clang__) && \
(__GNUC__ == 6 || (__GNUC__ == 7 && __GNUC_MINOR__ < 4) || (__GNUC__ == 8 && __GNUC_MINOR__ < 1))
#pragma GCC push_options
#pragma GCC optimize("-O0")
#endif
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
#if defined(__arm__) && defined(__GNUC__) && !defined(__clang__) && \
(__GNUC__ == 6 || (__GNUC__ == 7 && __GNUC_MINOR__ < 4) || (__GNUC__ == 8 && __GNUC_MINOR__ < 1))
#pragma GCC pop_options
#endif
// 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<Reference>(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();
}
// GDNative core 1.1
godot_string GDAPI godot_variant_get_operator_name(godot_variant_operator p_op) {
Variant::Operator op = (Variant::Operator)p_op;
godot_string raw_dest;
String *dest = (String *)&raw_dest;
memnew_placement(dest, String(Variant::get_operator_name(op))); // operator = is overloaded by String
return raw_dest;
}
void GDAPI godot_variant_evaluate(godot_variant_operator p_op, const godot_variant *p_a, const godot_variant *p_b, godot_variant *r_ret, godot_bool *r_valid) {
Variant::Operator op = (Variant::Operator)p_op;
const Variant *a = (const Variant *)p_a;
const Variant *b = (const Variant *)p_b;
Variant *ret = (Variant *)r_ret;
Variant::evaluate(op, *a, *b, *ret, *r_valid);
}
#ifdef __cplusplus
}
#endif