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- //
- // 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 <Atomic/Core/Variant.h>
- #include <Atomic/Resource/ResourceCache.h>
- #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_;
- };
- }
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