// // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #pragma once #include #include #include "ScriptSystem.h" namespace Atomic { /// Wraps a Variant as a RefCounted so we can easily send it to script code /// For performance sensitive code, specialized marshaling should be used instead class ScriptVariant : public RefCounted { ATOMIC_REFCOUNTED(ScriptVariant) public: ScriptVariant() : RefCounted() { } ScriptVariant(const Variant& source) : RefCounted() { variant_ = source; } virtual ~ScriptVariant() { } const Variant& GetVariant() const { return variant_; } void SetVariant(const Variant& value) { variant_ = value; } bool GetBool() const { return variant_.GetBool(); } void SetBool(bool value) { variant_ = value; } int GetInt() const { return variant_.GetInt(); } void SetInt(int value) { variant_ = value; } unsigned GetUInt() const { return variant_.GetUInt(); } void SetUInt(unsigned value) { variant_ = value; } float GetFloat() const { return variant_.GetFloat(); } void SetFloat(float value) { variant_ = value; } const Vector2& GetVector2() const { return variant_.GetVector2(); } void SetVector2(const Vector2& value) { variant_ = value; } const Vector3& GetVector3() const { return variant_.GetVector3(); } Resource* GetResource() const; void SetResource(Resource* resource); void SetVector3(const Vector3& value) { variant_ = value; } const Quaternion& GetQuaternion() const { return variant_.GetQuaternion(); } void SetQuaternion(const Quaternion& value) { variant_ = value; } const Vector4& GetVector4() const { return variant_.GetVector4(); } void SetVector4(const Vector4& value) { variant_ = value; } const Color& GetColor() const { return variant_.GetColor(); } void SetColor(const Color& value) { variant_ = value; } const String& GetString() const { return variant_.GetString(); } void SetString(const String& value) { variant_ = value; } const VariantVector& GetVariantVector() const { return variant_.GetVariantVector(); } void SetVariantVector(const VariantVector& value) { variant_ = value; } const VariantMap& GetVariantMap() const { return variant_.GetVariantMap(); } void SetVariantMap(const VariantMap& value) { variant_ = value; } private: Variant variant_; }; }