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Finished core types (for now, looking at you, Image)

Karroffel 8 years ago
parent
commit
8cbebc3e5d

+ 201 - 0
include/godot/core/Array.h

@@ -0,0 +1,201 @@
+#ifndef ARRAY_H
+#define ARRAY_H
+
+#include <godot/godot_array.h>
+
+#include "Variant.h"
+
+namespace godot {
+
+class Array {
+	godot_array _godot_array;
+public:
+	Array()
+	{
+		godot_array_new(&_godot_array);
+	}
+
+	Array(const PoolByteArray& a)
+	{
+		godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *) &a);
+	}
+
+	Array(const PoolIntArray& a)
+	{
+		godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *) &a);
+	}
+
+	Array(const PoolRealArray& a)
+	{
+		godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *) &a);
+	}
+
+	Array(const PoolStringArray& a)
+	{
+		godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *) &a);
+	}
+
+	Array(const PoolVector2Array& a)
+	{
+		godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *) &a);
+	}
+
+	Array(const PoolVector3Array& a)
+	{
+		godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *) &a);
+	}
+
+	Array(const PoolColorArray& a)
+	{
+		godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *) &a);
+	}
+
+	Variant& operator [](const int idx)
+	{
+		godot_variant *v = godot_array_get(&_godot_array, idx);
+		return *(Variant *) v;
+	}
+
+	Variant operator [](const int idx) const
+	{
+		// Yes, I'm casting away the const... you can hate me now.
+		// since the result is
+		godot_variant *v = godot_array_get((godot_array *) &_godot_array, idx);
+		return *(Variant *) v;
+	}
+
+	void append(const Variant& v)
+	{
+		godot_array_append(&_godot_array, (godot_variant *) &v);
+	}
+
+	void clear()
+	{
+		godot_array_clear(&_godot_array);
+	}
+
+	int count(const Variant& v)
+	{
+		return godot_array_count(&_godot_array, (godot_variant *) &v);
+	}
+
+	bool empty() const
+	{
+		return godot_array_empty(&_godot_array);
+	}
+
+	void erase(const Variant& v)
+	{
+		godot_array_erase(&_godot_array, (godot_variant *) &v);
+	}
+
+	Variant front() const
+	{
+		godot_variant v = godot_array_front(&_godot_array);
+		return *(Variant *) &v;
+	}
+
+	Variant back() const
+	{
+		godot_variant v = godot_array_back(&_godot_array);
+		return *(Variant *) &v;
+	}
+
+	int find(const Variant& what, const int from = 0)
+	{
+		return godot_array_find(&_godot_array, (godot_variant *) &what, from);
+	}
+
+	int find_last(const Variant& what)
+	{
+		return godot_array_find_last(&_godot_array, (godot_variant *) &what);
+	}
+
+	bool has(const Variant& what) const
+	{
+		return godot_array_has(&_godot_array, (godot_variant *) &what);
+	}
+
+	uint32_t hash() const
+	{
+		return godot_array_hash(&_godot_array);
+	}
+
+	void insert(const int pos, const Variant& value)
+	{
+		godot_array_insert(&_godot_array, pos, (godot_variant *) &value);
+	}
+
+	void invert()
+	{
+		godot_array_invert(&_godot_array);
+	}
+
+	bool is_shared() const
+	{
+		return godot_array_is_shared(&_godot_array);
+	}
+
+	Variant pop_back()
+	{
+		godot_variant v = godot_array_pop_back(&_godot_array);
+		return *(Variant *) &v;
+	}
+
+	Variant pop_front()
+	{
+		godot_variant v = godot_array_pop_front(&_godot_array);
+		return *(Variant *) &v;
+	}
+
+	void push_back(const Variant& v)
+	{
+		godot_array_push_back(&_godot_array, (godot_variant *) &v);
+	}
+
+	void push_front(const Variant& v)
+	{
+		godot_array_push_front(&_godot_array, (godot_variant *) &v);
+	}
+
+	void remove(const int idx)
+	{
+		godot_array_remove(&_godot_array, idx);
+	}
+
+	int size() const
+	{
+		return godot_array_size(&_godot_array);
+	}
+
+	void resize(const int size)
+	{
+		godot_array_resize(&_godot_array, size);
+	}
+
+	int rfind(const Variant& what, const int from = -1)
+	{
+		return godot_array_rfind(&_godot_array, (godot_variant *) &what, from);
+	}
+
+	void sort()
+	{
+		godot_array_sort(&_godot_array);
+	}
+
+	void sort_custom(Object *obj, const String& func)
+	{
+		godot_array_sort_custom(&_godot_array, (godot_object *) obj, (godot_string *) &func);
+	}
+
+	~Array()
+	{
+		godot_array_destroy(&_godot_array);
+	}
+
+
+};
+
+}
+
+#endif // ARRAY_H

+ 39 - 4
include/godot/core/Basis.h

@@ -1,16 +1,14 @@
 #ifndef BASIS_H
 #define BASIS_H
 
+#include "Defs.h"
+
 #include "Vector3.h"
 
 #include <algorithm>
 
 typedef float real_t; // @Todo move this to a global Godot.h
 
-#define CMP_EPSILON 0.00001 // @Todo move this somewhere more global
-#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON) // @Todo same as above
-#define Math_PI 3.14159265358979323846 // I feel like I'm talking to myself
-
 
 
 namespace godot {
@@ -660,6 +658,43 @@ Basis::Basis(const Vector3& p_axis, real_t p_phi) {
 
 }
 
+Basis::operator Quat() const {
+	ERR_FAIL_COND_V(is_rotation() == false, Quat());
+
+	real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
+	real_t temp[4];
+
+	if (trace > 0.0)
+	{
+		real_t s = ::sqrt(trace + 1.0);
+		temp[3]=(s * 0.5);
+		s = 0.5 / s;
+
+		temp[0]=((elements[2][1] - elements[1][2]) * s);
+		temp[1]=((elements[0][2] - elements[2][0]) * s);
+		temp[2]=((elements[1][0] - elements[0][1]) * s);
+	}
+	else
+	{
+		int i = elements[0][0] < elements[1][1] ?
+			(elements[1][1] < elements[2][2] ? 2 : 1) :
+			(elements[0][0] < elements[2][2] ? 2 : 0);
+		int j = (i + 1) % 3;
+		int k = (i + 2) % 3;
+
+		real_t s = ::sqrt(elements[i][i] - elements[j][j] - elements[k][k] + 1.0);
+		temp[i] = s * 0.5;
+		s = 0.5 / s;
+
+		temp[3] = (elements[k][j] - elements[j][k]) * s;
+		temp[j] = (elements[j][i] + elements[i][j]) * s;
+		temp[k] = (elements[k][i] + elements[i][k]) * s;
+	}
+
+	return Quat(temp[0],temp[1],temp[2],temp[3]);
+
+}
+
 
 
 

+ 30 - 0
include/godot/core/CoreTypes.h

@@ -3,12 +3,15 @@
 
 #include "Defs.h"
 
+#include "Array.h"
 #include "Basis.h"
 #include "Color.h"
+#include "Dictionary.h"
 #include "Image.h"
 #include "InputEvent.h"
 #include "NodePath.h"
 #include "Plane.h"
+#include "PoolArrays.h"
 #include "Quat.h"
 #include "Rect2.h"
 #include "Rect3.h"
@@ -16,8 +19,35 @@
 #include "String.h"
 #include "Transform.h"
 #include "Transform2D.h"
+#include "Variant.h"
 #include "Vector2.h"
 #include "Vector3.h"
 
 
+// This is ugly, sorry
+// but those two casts need to be the last thing EVEEEEER
+//
+// if you can make it prettier feel free to open a Pull Request on
+// https://github.com/GodotNativeTools/cpp_bindings
+// or message someone on the IRC freenode #godotengine-devel
+namespace godot {
+
+
+Variant::operator Dictionary() const
+{
+	godot_dictionary d = godot_variant_as_dictionary(&_godot_variant);
+	return *(Dictionary *) &d;
+}
+
+
+
+Variant::operator Array() const
+{
+	godot_array s = godot_variant_as_array(&_godot_variant);
+	return *(Array *) &s;
+}
+
+}
+
+
 #endif // CORETYPES_H

+ 10 - 0
include/godot/core/Defs.h

@@ -64,6 +64,16 @@ enum Error {
 // @Todo as well as real_t
 
 
+#define CMP_EPSILON 0.00001 // @Todo move this somewhere more global
+#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON) // @Todo same as above
+#define Math_PI 3.14159265358979323846 // I feel like I'm talking to myself
+
+
+#ifndef ERR_FAIL_COND_V
+#define ERR_FAIL_COND_V(cond, ret) do { if (cond) { return ret; } } while(0)
+#endif
+
+
 #ifndef ERR_PRINT
 #define ERR_PRINT(msg)
 #endif

+ 98 - 0
include/godot/core/Dictionary.h

@@ -0,0 +1,98 @@
+#ifndef DICTIONARY_H
+#define DICTIONARY_H
+
+#include "Variant.h"
+
+#include "Array.h"
+
+#include <godot/godot_dictionary.h>
+
+namespace godot {
+
+class Dictionary {
+	godot_dictionary _godot_dictionary;
+public:
+	Dictionary()
+	{
+		godot_dictionary_new(&_godot_dictionary);
+	}
+
+	void clear()
+	{
+		godot_dictionary_clear(&_godot_dictionary);
+	}
+
+	bool empty() const
+	{
+		return godot_dictionary_empty(&_godot_dictionary);
+	}
+
+	void erase(const Variant& key)
+	{
+		godot_dictionary_erase(&_godot_dictionary, (godot_variant *) &key);
+	}
+
+	bool has(const Variant& key) const
+	{
+		return godot_dictionary_has(&_godot_dictionary, (godot_variant *) &key);
+	}
+
+	bool has_all(const Array& keys) const
+	{
+		return godot_dictionary_has_all(&_godot_dictionary, (godot_array *) &keys);
+	}
+
+	uint32_t hash() const
+	{
+		return godot_dictionary_hash(&_godot_dictionary);
+	}
+
+	Array keys() const
+	{
+		godot_array a = godot_dictionary_keys(&_godot_dictionary);
+		return *(Array *) &a;
+	}
+
+	int parse_json(const String& json)
+	{
+		return godot_dictionary_parse_json(&_godot_dictionary, (godot_string *) &json);
+	}
+
+	Variant &operator [](const Variant& key)
+	{
+		return *(Variant *) godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *) &key);
+	}
+
+	const Variant &operator [](const Variant& key) const
+	{
+		// oops I did it again
+		return *(Variant *) godot_dictionary_operator_index((godot_dictionary *) &_godot_dictionary, (godot_variant *) &key);
+	}
+
+	int size() const
+	{
+		return godot_dictionary_size(&_godot_dictionary);
+	}
+
+	String to_json() const
+	{
+		godot_string s = godot_dictionary_to_json(&_godot_dictionary);
+		return *(String *) &s;
+	}
+
+	Array values() const
+	{
+		godot_array a = godot_dictionary_values(&_godot_dictionary);
+		return *(Array *) &a;
+	}
+
+	~Dictionary()
+	{
+		godot_dictionary_destroy(&_godot_dictionary);
+	}
+
+};
+
+}
+
+#endif // DICTIONARY_H

+ 1 - 0
include/godot/core/InputEvent.h

@@ -2,6 +2,7 @@
 #define INPUTEVENT_H
 
 #include <cstdint>
+#include <memory.h>
 
 #include "String.h"
 

+ 529 - 0
include/godot/core/PoolArrays.h

@@ -0,0 +1,529 @@
+#ifndef POOLARRAYS_H
+#define POOLARRAYS_H
+
+#include "Defs.h"
+
+#include "String.h"
+#include "Color.h"
+#include "Vector2.h"
+#include "Vector3.h"
+
+#include <godot/godot_pool_arrays.h>
+
+namespace godot {
+
+class Array;
+
+class PoolByteArray {
+	godot_pool_byte_array _godot_array;
+public:
+	PoolByteArray()
+	{
+		godot_pool_byte_array_new(&_godot_array);
+	}
+
+	PoolByteArray(const Array& array)
+	{
+		godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const uint8_t data)
+	{
+		godot_pool_byte_array_append(&_godot_array, data);
+	}
+
+	void append_array(const PoolByteArray& array)
+	{
+		godot_pool_byte_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const uint8_t data)
+	{
+		return godot_pool_byte_array_insert(&_godot_array, idx, data);
+	}
+
+	void invert()
+	{
+		godot_pool_byte_array_invert(&_godot_array);
+	}
+
+	void push_back(const uint8_t data)
+	{
+		godot_pool_byte_array_push_back(&_godot_array, data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_byte_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_byte_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const uint8_t data)
+	{
+		godot_pool_byte_array_set(&_godot_array, idx, data);
+	}
+
+	uint8_t operator [](const int idx)
+	{
+		return godot_pool_byte_array_get(&_godot_array, idx);
+	}
+
+	int size()
+	{
+		return godot_pool_byte_array_size(&_godot_array);
+	}
+
+
+	~PoolByteArray()
+	{
+		godot_pool_byte_array_destroy(&_godot_array);
+	}
+};
+
+
+class PoolIntArray {
+	godot_pool_int_array _godot_array;
+public:
+	PoolIntArray()
+	{
+		godot_pool_int_array_new(&_godot_array);
+	}
+
+	PoolIntArray(const Array& array)
+	{
+		godot_pool_int_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const int data)
+	{
+		godot_pool_int_array_append(&_godot_array, data);
+	}
+
+	void append_array(const PoolIntArray& array)
+	{
+		godot_pool_int_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const int data)
+	{
+		return godot_pool_int_array_insert(&_godot_array, idx, data);
+	}
+
+	void invert()
+	{
+		godot_pool_int_array_invert(&_godot_array);
+	}
+
+	void push_back(const int data)
+	{
+		godot_pool_int_array_push_back(&_godot_array, data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_int_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_int_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const int data)
+	{
+		godot_pool_int_array_set(&_godot_array, idx, data);
+	}
+
+	int operator [](const int idx)
+	{
+		return godot_pool_int_array_get(&_godot_array, idx);
+	}
+
+	int size()
+	{
+		return godot_pool_int_array_size(&_godot_array);
+	}
+
+
+	~PoolIntArray()
+	{
+		godot_pool_int_array_destroy(&_godot_array);
+	}
+};
+
+
+class PoolRealArray {
+	godot_pool_real_array _godot_array;
+public:
+	PoolRealArray()
+	{
+		godot_pool_real_array_new(&_godot_array);
+	}
+
+	PoolRealArray(const Array& array)
+	{
+		godot_pool_real_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const real_t data)
+	{
+		godot_pool_real_array_append(&_godot_array, data);
+	}
+
+	void append_array(const PoolRealArray& array)
+	{
+		godot_pool_real_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const real_t data)
+	{
+		return godot_pool_real_array_insert(&_godot_array, idx, data);
+	}
+
+	void invert()
+	{
+		godot_pool_real_array_invert(&_godot_array);
+	}
+
+	void push_back(const real_t data)
+	{
+		godot_pool_real_array_push_back(&_godot_array, data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_real_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_real_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const real_t data)
+	{
+		godot_pool_real_array_set(&_godot_array, idx, data);
+	}
+
+	real_t operator [](const int idx)
+	{
+		return godot_pool_real_array_get(&_godot_array, idx);
+	}
+
+	int size()
+	{
+		return godot_pool_real_array_size(&_godot_array);
+	}
+
+
+	~PoolRealArray()
+	{
+		godot_pool_real_array_destroy(&_godot_array);
+	}
+};
+
+
+class PoolStringArray {
+	godot_pool_string_array _godot_array;
+public:
+	PoolStringArray()
+	{
+		godot_pool_string_array_new(&_godot_array);
+	}
+
+	PoolStringArray(const Array& array)
+	{
+		godot_pool_string_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const String& data)
+	{
+		godot_pool_string_array_append(&_godot_array, (godot_string *) &data);
+	}
+
+	void append_array(const PoolStringArray& array)
+	{
+		godot_pool_string_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const String& data)
+	{
+		return godot_pool_string_array_insert(&_godot_array, idx, (godot_string *) &data);
+	}
+
+	void invert()
+	{
+		godot_pool_string_array_invert(&_godot_array);
+	}
+
+	void push_back(const String& data)
+	{
+		godot_pool_string_array_push_back(&_godot_array, (godot_string *) &data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_string_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_string_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const String& data)
+	{
+		godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data);
+	}
+
+	String operator [](const int idx)
+	{
+		String s;
+		godot_string str = godot_pool_string_array_get(&_godot_array, idx);
+		godot_string_copy_string((godot_string *) &s, &str);
+		godot_string_destroy(&str);
+		return s;
+	}
+
+	int size()
+	{
+		return godot_pool_string_array_size(&_godot_array);
+	}
+
+
+	~PoolStringArray()
+	{
+		godot_pool_string_array_destroy(&_godot_array);
+	}
+};
+
+
+
+class PoolVector2Array {
+	godot_pool_vector2_array _godot_array;
+public:
+	PoolVector2Array()
+	{
+		godot_pool_vector2_array_new(&_godot_array);
+	}
+
+	PoolVector2Array(const Array& array)
+	{
+		godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const Vector2& data)
+	{
+		godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *) &data);
+	}
+
+	void append_array(const PoolVector2Array& array)
+	{
+		godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const Vector2& data)
+	{
+		return godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *) &data);
+	}
+
+	void invert()
+	{
+		godot_pool_vector2_array_invert(&_godot_array);
+	}
+
+	void push_back(const Vector2& data)
+	{
+		godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *) &data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_vector2_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_vector2_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const Vector2& data)
+	{
+		godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data);
+	}
+
+	Vector2 operator [](const int idx)
+	{
+		Vector2 v;
+		*(godot_vector2 *) &v = godot_pool_vector2_array_get(&_godot_array, idx);
+		return v;
+	}
+
+	int size()
+	{
+		return godot_pool_vector2_array_size(&_godot_array);
+	}
+
+
+	~PoolVector2Array()
+	{
+		godot_pool_vector2_array_destroy(&_godot_array);
+	}
+};
+
+
+class PoolVector3Array {
+	godot_pool_vector3_array _godot_array;
+public:
+	PoolVector3Array()
+	{
+		godot_pool_vector3_array_new(&_godot_array);
+	}
+
+	PoolVector3Array(const Array& array)
+	{
+		godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const Vector3& data)
+	{
+		godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *) &data);
+	}
+
+	void append_array(const PoolVector3Array& array)
+	{
+		godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const Vector3& data)
+	{
+		return godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *) &data);
+	}
+
+	void invert()
+	{
+		godot_pool_vector3_array_invert(&_godot_array);
+	}
+
+	void push_back(const Vector3& data)
+	{
+		godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *) &data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_vector3_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_vector3_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const Vector3& data)
+	{
+		godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data);
+	}
+
+	Vector3 operator [](const int idx)
+	{
+		Vector3 v;
+		*(godot_vector3 *) &v = godot_pool_vector3_array_get(&_godot_array, idx);
+		return v;
+	}
+
+	int size()
+	{
+		return godot_pool_vector3_array_size(&_godot_array);
+	}
+
+
+	~PoolVector3Array()
+	{
+		godot_pool_vector3_array_destroy(&_godot_array);
+	}
+};
+
+
+class PoolColorArray {
+	godot_pool_color_array _godot_array;
+public:
+	PoolColorArray()
+	{
+		godot_pool_color_array_new(&_godot_array);
+	}
+
+	PoolColorArray(const Array& array)
+	{
+		godot_pool_color_array_new_with_array(&_godot_array, (godot_array *) &array);
+	}
+
+	void append(const Color& data)
+	{
+		godot_pool_color_array_append(&_godot_array, (godot_color *) &data);
+	}
+
+	void append_array(const PoolColorArray& array)
+	{
+		godot_pool_color_array_append_array(&_godot_array, &array._godot_array);
+	}
+
+	int insert(const int idx, const Color& data)
+	{
+		return godot_pool_color_array_insert(&_godot_array, idx, (godot_color *) &data);
+	}
+
+	void invert()
+	{
+		godot_pool_color_array_invert(&_godot_array);
+	}
+
+	void push_back(const Color& data)
+	{
+		godot_pool_color_array_push_back(&_godot_array, (godot_color *) &data);
+	}
+
+	void remove(const int idx)
+	{
+		godot_pool_color_array_remove(&_godot_array, idx);
+	}
+
+	void resize(const int size)
+	{
+		godot_pool_color_array_resize(&_godot_array, size);
+	}
+
+	void set(const int idx, const Color& data)
+	{
+		godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data);
+	}
+
+	Color operator [](const int idx)
+	{
+		Color v;
+		*(godot_color *) &v = godot_pool_color_array_get(&_godot_array, idx);
+		return v;
+	}
+
+	int size()
+	{
+		return godot_pool_color_array_size(&_godot_array);
+	}
+
+
+	~PoolColorArray()
+	{
+		godot_pool_color_array_destroy(&_godot_array);
+	}
+};
+
+
+
+
+}
+
+#endif // POOLARRAYS_H

+ 6 - 1
include/godot/core/Quat.h

@@ -229,7 +229,7 @@ public:
 		}
 	}
 
-	inline Quat() {x=y=z=0; w=1; }
+	Quat() {x=y=z=0; w=1; }
 
 
 };
@@ -251,6 +251,11 @@ void Quat::operator-=(const Quat& q) {
 	x -= q.x; y -= q.y; z -= q.z; w -= q.w;
 }
 
+void Quat::operator*=(const Quat& q) {
+	x *= q.x; y *= q.y; z *= q.z; w *= q.w;
+}
+
+
 void Quat::operator*=(const real_t& s) {
 	x *= s; y *= s; z *= s; w *= s;
 }

+ 526 - 0
include/godot/core/Variant.h

@@ -0,0 +1,526 @@
+#ifndef VARIANT_H
+#define VARIANT_H
+
+#include <godot/godot_variant.h>
+
+#include "Defs.h"
+
+#include "Basis.h"
+#include "Color.h"
+#include "Image.h"
+#include "InputEvent.h"
+#include "NodePath.h"
+#include "Plane.h"
+#include "PoolArrays.h"
+#include "Quat.h"
+#include "Rect2.h"
+#include "Rect3.h"
+#include "RID.h"
+#include "String.h"
+#include "Transform.h"
+#include "Transform2D.h"
+#include "Vector2.h"
+#include "Vector3.h"
+
+#include <iostream>
+
+namespace godot {
+
+class Dictionary;
+
+class Array;
+
+class Variant {
+	godot_variant _godot_variant;
+public:
+	enum Type {
+
+		NIL,
+
+		// atomic types
+		BOOL,
+		INT,
+		REAL,
+		STRING,
+
+		// math types
+
+		VECTOR2,		// 5
+		RECT2,
+		VECTOR3,
+		TRANSFORM2D,
+		PLANE,
+		QUAT,			// 10
+		RECT3, //sorry naming convention fail :( not like it's used often
+		BASIS,
+		TRANSFORM,
+
+		// misc types
+		COLOR,
+		IMAGE,			// 15
+		NODE_PATH,
+		_RID,
+		OBJECT,
+		INPUT_EVENT,
+		DICTIONARY,		// 20
+		ARRAY,
+
+		// arrays
+		POOL_BYTE_ARRAY,
+		POOL_INT_ARRAY,
+		POOL_REAL_ARRAY,
+		POOL_STRING_ARRAY,	// 25
+		POOL_VECTOR2_ARRAY,
+		POOL_VECTOR3_ARRAY,
+		POOL_COLOR_ARRAY,
+
+		VARIANT_MAX
+
+	};
+
+	Variant()
+	{
+		godot_variant_new_nil(&_godot_variant);
+	}
+
+	Variant(const Variant& v)
+	{
+		godot_variant_copy(&_godot_variant, &v._godot_variant);
+	}
+
+	Variant(bool p_bool)
+	{
+		godot_variant_new_bool(&_godot_variant, p_bool);
+	}
+
+	Variant(signed int p_int) // real one
+	{
+		godot_variant_new_int(&_godot_variant, p_int);
+	}
+
+	Variant(unsigned int p_int)
+	{
+		godot_variant_new_int(&_godot_variant, p_int);
+	}
+
+	Variant(signed short p_short) // real one
+	{
+		godot_variant_new_int(&_godot_variant, (int) p_short);
+	}
+
+	Variant(unsigned short p_short) : Variant((unsigned int) p_short) {}
+
+	Variant(signed char p_char) : Variant((signed int) p_char) {}// real one
+
+	Variant(unsigned char p_char) : Variant((unsigned int) p_char) {}
+	Variant(int64_t p_char) // real one
+	{
+		godot_variant_new_int(&_godot_variant, p_char);
+	}
+
+	Variant(uint64_t p_char)
+	{
+		godot_variant_new_int(&_godot_variant, p_char);
+	}
+
+	Variant(float p_float)
+	{
+		godot_variant_new_real(&_godot_variant, p_float);
+	}
+
+	Variant(double p_double)
+	{
+		godot_variant_new_real(&_godot_variant, p_double);
+	}
+
+	Variant(const String& p_string)
+	{
+		godot_variant_new_string(&_godot_variant, (godot_string *) &p_string);
+	}
+
+	Variant(const char * const p_cstring)
+	{
+		String s = String(p_cstring);
+		godot_variant_new_string(&_godot_variant, (godot_string *) &s);
+	}
+
+	Variant(const wchar_t * p_wstring)
+	{
+		String s = p_wstring;
+		godot_variant_new_string(&_godot_variant, (godot_string *) &s);
+	}
+
+	Variant(const Vector2& p_vector2)
+	{
+		godot_variant_new_vector2(&_godot_variant, (godot_vector2 *) &p_vector2);
+	}
+
+	Variant(const Rect2& p_rect2)
+	{
+		godot_variant_new_rect2(&_godot_variant, (godot_rect2 *) &p_rect2);
+	}
+
+	Variant(const Vector3& p_vector3)
+	{
+		godot_variant_new_vector3(&_godot_variant, (godot_vector3 *) &p_vector3);
+	}
+
+	Variant(const Plane& p_plane)
+	{
+		godot_variant_new_plane(&_godot_variant, (godot_plane *) &p_plane);
+	}
+
+
+	Variant(const Rect3& p_aabb)
+	{
+		godot_variant_new_rect3(&_godot_variant, (godot_rect3 *) &p_aabb);
+	}
+
+	Variant(const Quat& p_quat)
+	{
+		godot_variant_new_quat(&_godot_variant, (godot_quat *) &p_quat);
+	}
+
+	Variant(const Basis& p_transform)
+	{
+		godot_variant_new_basis(&_godot_variant, (godot_basis *) &p_transform);
+	}
+
+	Variant(const Transform2D& p_transform)
+	{
+		godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *) &p_transform);
+	}
+
+	Variant(const Transform& p_transform)
+	{
+		godot_variant_new_transform(&_godot_variant, (godot_transform *) &p_transform);
+	}
+
+	Variant(const Color& p_color)
+	{
+		godot_variant_new_color(&_godot_variant, (godot_color *) &p_color);
+	}
+
+	Variant(const Image& p_image)
+	{
+		godot_variant_new_image(&_godot_variant, (godot_image *) &p_image);
+	}
+
+	Variant(const NodePath& p_path)
+	{
+		godot_variant_new_node_path(&_godot_variant, (godot_node_path *) &p_path);
+	}
+
+	Variant(const RID& p_rid)
+	{
+		godot_variant_new_rid(&_godot_variant, (godot_rid *) &p_rid);
+	}
+
+	Variant(const Object* p_object)
+	{
+		godot_variant_new_object(&_godot_variant, (godot_object *) p_object);
+	}
+
+	Variant(const InputEvent& p_input_event)
+	{
+		godot_variant_new_input_event(&_godot_variant, (godot_input_event *) &p_input_event);
+	}
+
+	Variant(const Dictionary& p_dictionary)
+	{
+		godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *) &p_dictionary);
+	}
+
+	Variant(const Array& p_array)
+	{
+		godot_variant_new_array(&_godot_variant, (godot_array *) &p_array);
+	}
+
+	Variant(const PoolByteArray& p_raw_array)
+	{
+		godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *) &p_raw_array);
+	}
+
+	Variant(const PoolIntArray& p_int_array)
+	{
+		godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *) &p_int_array);
+	}
+
+	Variant(const PoolRealArray& p_real_array)
+	{
+		godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *) &p_real_array);
+	}
+
+	Variant(const PoolStringArray& p_string_array)
+	{
+		godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *) &p_string_array);
+	}
+
+	Variant(const PoolVector2Array& p_vector2_array)
+	{
+		godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *) &p_vector2_array);
+	}
+
+	Variant(const PoolVector3Array& p_vector3_array)
+	{
+		godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *) &p_vector3_array);
+	}
+
+	Variant(const PoolColorArray& p_color_array)
+	{
+		godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *) &p_color_array);
+	}
+
+
+	Variant &operator =(const Variant& v)
+	{
+		godot_variant_copy(&_godot_variant, &v._godot_variant);
+		return *this;
+	}
+
+
+	operator bool() const
+	{
+		bool valid = false;
+		bool result = booleanize(valid);
+		return valid && result;
+	}
+	operator signed int() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator unsigned int() const // this is the real one
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator signed short() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator unsigned short() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator signed char() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator unsigned char() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator int64_t() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+	operator uint64_t() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+
+
+	operator wchar_t() const
+	{
+		return godot_variant_as_int(&_godot_variant);
+	}
+
+	operator float() const
+	{
+		return godot_variant_as_real(&_godot_variant);
+	}
+
+	operator double() const
+	{
+		return godot_variant_as_real(&_godot_variant);
+	}
+	operator String() const
+	{
+		godot_string s = godot_variant_as_string(&_godot_variant);
+		return *(String *) &s;
+	}
+	operator Vector2() const
+	{
+		godot_vector2 s = godot_variant_as_vector2(&_godot_variant);
+		return *(Vector2 *) &s;
+	}
+	operator Rect2() const
+	{
+		godot_rect2 s = godot_variant_as_rect2(&_godot_variant);
+		return *(Rect2 *) &s;
+	}
+	operator Vector3() const
+	{
+		godot_vector3 s = godot_variant_as_vector3(&_godot_variant);
+		return *(Vector3 *) &s;
+	}
+	operator Plane() const
+	{
+		godot_plane s = godot_variant_as_plane(&_godot_variant);
+		return *(Plane *) &s;
+	}
+	operator Rect3() const
+	{
+		godot_rect3 s = godot_variant_as_rect3(&_godot_variant);
+		return *(Rect3 *) &s;
+	}
+	operator Quat() const
+	{
+		godot_quat s = godot_variant_as_quat(&_godot_variant);
+		return *(Quat *) &s;
+	}
+	operator Basis() const
+	{
+		godot_basis s = godot_variant_as_basis(&_godot_variant);
+		return *(Basis *) &s;
+	}
+	operator Transform() const
+	{
+		godot_transform s = godot_variant_as_transform(&_godot_variant);
+		return *(Transform *) &s;
+	}
+	operator Transform2D() const
+	{
+		godot_transform2d s = godot_variant_as_transform2d(&_godot_variant);
+		return *(Transform2D *) &s;
+	}
+
+	operator Color() const
+	{
+		godot_color s = godot_variant_as_color(&_godot_variant);
+		return *(Color *) &s;
+	}
+	operator Image() const
+	{
+		godot_image s = godot_variant_as_image(&_godot_variant);
+		return *(Image *) &s;
+	}
+	operator NodePath() const
+	{
+		godot_node_path s = godot_variant_as_node_path(&_godot_variant);
+		return *(NodePath *) &s;
+	}
+	operator RID() const
+	{
+		godot_rid s = godot_variant_as_rid(&_godot_variant);
+		return *(RID *) &s;
+	}
+	operator InputEvent() const
+	{
+		godot_input_event s = godot_variant_as_input_event(&_godot_variant);
+		return *(InputEvent *) &s;
+	}
+	operator Object*() const
+	{
+		godot_object *s = godot_variant_as_object(&_godot_variant);
+		return (Object *) s;
+	}
+
+	operator Dictionary() const;
+	operator Array() const;
+
+	operator PoolByteArray() const
+	{
+		godot_pool_byte_array s = godot_variant_as_pool_byte_array(&_godot_variant);
+		return *(PoolByteArray *) &s;
+	}
+	operator PoolIntArray() const
+	{
+		godot_pool_int_array s = godot_variant_as_pool_int_array(&_godot_variant);
+		return *(PoolIntArray *) &s;
+	}
+	operator PoolRealArray() const
+	{
+		godot_pool_real_array s = godot_variant_as_pool_real_array(&_godot_variant);
+		return *(PoolRealArray *) &s;
+	}
+	operator PoolStringArray() const
+	{
+		godot_pool_string_array s = godot_variant_as_pool_string_array(&_godot_variant);
+		return *(PoolStringArray *) &s;
+	}
+	operator PoolVector2Array() const
+	{
+		godot_pool_vector2_array s = godot_variant_as_pool_vector2_array(&_godot_variant);
+		return *(PoolVector2Array *) &s;
+	}
+	operator PoolVector3Array() const
+	{
+		godot_pool_vector3_array s = godot_variant_as_pool_vector3_array(&_godot_variant);
+		return *(PoolVector3Array *) &s;
+	}
+	operator PoolColorArray() const
+	{
+		godot_pool_color_array s = godot_variant_as_pool_color_array(&_godot_variant);
+		return *(PoolColorArray *) &s;
+	}
+
+	Type get_type() const
+	{
+		return (Type) godot_variant_get_type(&_godot_variant);
+	}
+
+
+	Variant call(const String& method, const Variant **args, const int arg_count)
+	{
+		Variant v;
+		*(godot_variant *) &v = godot_variant_call(&_godot_variant, (godot_string *) &method, (const godot_variant **)args, arg_count);
+		return v;
+	}
+
+	bool has_method(const String& method)
+	{
+		return godot_variant_has_method(&_godot_variant, (godot_string *) &method);
+	}
+
+	bool operator ==(const Variant& b) const
+	{
+		return godot_variant_operator_equal(&_godot_variant, &b._godot_variant);
+	}
+
+	bool operator !=(const Variant& b) const
+	{
+		return !(*this == b);
+	}
+
+	bool operator <(const Variant& b) const
+	{
+		return godot_variant_operator_less(&_godot_variant, &b._godot_variant);
+	}
+
+	bool operator <=(const Variant& b) const
+	{
+		return (*this < b) || (*this == b);
+	}
+
+	bool operator >(const Variant& b) const
+	{
+		return !(*this <= b);
+	}
+
+	bool operator >=(const Variant& b) const
+	{
+		return !(*this < b);
+	}
+
+	bool hash_compare(const Variant& b) const
+	{
+		return godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
+	}
+
+	bool booleanize(bool &valid) const
+	{
+		return godot_variant_booleanize(&_godot_variant, &valid);
+	}
+
+	~Variant()
+	{
+		godot_variant_destroy(&_godot_variant);
+	}
+
+
+
+};
+
+}
+
+#endif // VARIANT_H