ScriptVariant.h 3.7 KB

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  1. //
  2. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include <Atomic/Core/Variant.h>
  24. #include <Atomic/Resource/ResourceCache.h>
  25. #include "ScriptSystem.h"
  26. namespace Atomic
  27. {
  28. /// Wraps a Variant as a RefCounted so we can easily send it to script code
  29. /// For performance sensitive code, specialized marshaling should be used instead
  30. class ScriptVariant : public RefCounted
  31. {
  32. ATOMIC_REFCOUNTED(ScriptVariant)
  33. public:
  34. ScriptVariant() : RefCounted()
  35. {
  36. }
  37. ScriptVariant(const Variant& source) : RefCounted()
  38. {
  39. variant_ = source;
  40. }
  41. virtual ~ScriptVariant()
  42. {
  43. }
  44. const Variant& GetVariant() const { return variant_; }
  45. void SetVariant(const Variant& value) { variant_ = value; }
  46. bool GetBool() const { return variant_.GetBool(); }
  47. void SetBool(bool value) { variant_ = value; }
  48. int GetInt() const { return variant_.GetInt(); }
  49. void SetInt(int value) { variant_ = value; }
  50. unsigned GetUInt() const { return variant_.GetUInt(); }
  51. void SetUInt(unsigned value) { variant_ = value; }
  52. float GetFloat() const { return variant_.GetFloat(); }
  53. void SetFloat(float value) { variant_ = value; }
  54. const Vector2& GetVector2() const { return variant_.GetVector2(); }
  55. void SetVector2(const Vector2& value) { variant_ = value; }
  56. const Vector3& GetVector3() const { return variant_.GetVector3(); }
  57. Resource* GetResource() const;
  58. void SetResource(Resource* resource);
  59. void SetVector3(const Vector3& value) { variant_ = value; }
  60. const Quaternion& GetQuaternion() const { return variant_.GetQuaternion(); }
  61. void SetQuaternion(const Quaternion& value) { variant_ = value; }
  62. const Vector4& GetVector4() const { return variant_.GetVector4(); }
  63. void SetVector4(const Vector4& value) { variant_ = value; }
  64. const Color& GetColor() const { return variant_.GetColor(); }
  65. void SetColor(const Color& value) { variant_ = value; }
  66. const String& GetString() const { return variant_.GetString(); }
  67. void SetString(const String& value) { variant_ = value; }
  68. const VariantVector& GetVariantVector() const { return variant_.GetVariantVector(); }
  69. void SetVariantVector(const VariantVector& value) { variant_ = value; }
  70. const VariantMap& GetVariantMap() const { return variant_.GetVariantMap(); }
  71. void SetVariantMap(const VariantMap& value) { variant_ = value; }
  72. private:
  73. Variant variant_;
  74. };
  75. }