$#include "Variant.h" /// Variant's supported types. enum VariantType { VAR_NONE = 0, VAR_INT, VAR_BOOL, VAR_FLOAT, VAR_VECTOR2, VAR_VECTOR3, VAR_VECTOR4, VAR_QUATERNION, VAR_COLOR, VAR_STRING, VAR_BUFFER, VAR_PTR, VAR_RESOURCEREF, VAR_RESOURCEREFLIST, VAR_VARIANTVECTOR, VAR_VARIANTMAP, VAR_INTRECT, VAR_INTVECTOR2, MAX_VAR_TYPES }; /// Typed resource reference. struct ResourceRef { /// Construct. ResourceRef(); /// Construct with type only and empty id. ResourceRef(ShortStringHash type); /// Construct with type and id. ResourceRef(ShortStringHash type, StringHash id); // Construct from another ResourceRef. ResourceRef(const ResourceRef& rhs); /// Object type. ShortStringHash type_ @ type; StringHash id_ @ id; /// Test for equality with another reference. bool operator == (const ResourceRef& rhs) const; }; /// %List of typed resource references. struct ResourceRefList { /// Construct. ResourceRefList(); /// Construct with type only. ResourceRefList(ShortStringHash type); /// Object type. ShortStringHash type_ @ type; /// Test for equality with another reference list. bool operator == (const ResourceRefList& rhs) const; }; /// Variable that supports a fixed set of types. class Variant { public: /// Construct empty. Variant(); /// Construct from integer. Variant(int value); /// Construct from unsigned integer. Variant(unsigned value); /// Construct from a string hash (convert to integer). Variant(const StringHash& value); /// Construct from a short string hash (convert to integer.) Variant(const ShortStringHash& value); /// Construct from a bool. Variant(bool value); /// Construct from a float. Variant(float value); /// Construct from a Vector2. Variant(const Vector2& value); /// Construct from a Vector3. Variant(const Vector3& value); /// Construct from a Vector4. Variant(const Vector4& value); /// Construct from a quaternion. Variant(const Quaternion& value); /// Construct from a color. Variant(const Color& value); /// Construct from a string. Variant(const String& value); /// Construct from a C string. Variant(const char* value); /// Construct from a pointer. Variant(void* value); /// Construct from a resource reference. Variant(const ResourceRef& value); /// Construct from a resource reference list. Variant(const ResourceRefList& value); /// Construct from an integer rect. Variant(const IntRect& value); /// Construct from an IntVector2. Variant(const IntVector2& value); /// Construct from type and value. Variant(const String& type, const String& value); /// Construct from type and value. Variant(VariantType type, const String& value) ; /// Construct from type and value. Variant(VariantType type, const char* value); /// Copy-construct from another variant. Variant(const Variant& value); /// Destruct. ~Variant(); /// Reset to empty. void Clear(); /// Test for equality with another variant. bool operator == (const Variant& rhs) const; /// Test for equality with an integer. To return true, both the type and value must match. bool operator == (int rhs) const; /// Test for equality with an unsigned integer. To return true, both the type and value must match. bool operator == (unsigned rhs) const; /// Test for equality with a bool. To return true, both the type and value must match. bool operator == (bool rhs) const; /// Test for equality with a float. To return true, both the type and value must match. bool operator == (float rhs) const; /// Test for equality with a Vector2. To return true, both the type and value must match. bool operator == (const Vector2& rhs); /// Test for equality with a Vector3. To return true, both the type and value must match. bool operator == (const Vector3& rhs) const; /// Test for equality with a Vector4. To return true, both the type and value must match. bool operator == (const Vector4& rhs) const; /// Test for equality with a quaternion. To return true, both the type and value must match. bool operator == (const Quaternion& rhs) const; /// Test for equality with a color. To return true, both the type and value must match. bool operator == (const Color& rhs) const; /// Test for equality with a string. To return true, both the type and value must match. bool operator == (const String& rhs) const; /// Test for equality with a pointer. To return true, both the type and value must match. bool operator == (void* rhs) const; /// Test for equality with a resource reference. To return true, both the type and value must match. bool operator == (const ResourceRef& rhs) const; /// Test for equality with a resource reference list. To return true, both the type and value must match. bool operator == (const ResourceRefList& rhs) const; /// Test for equality with an integer rect. To return true, both the type and value must match. bool operator == (const IntRect& rhs) const; /// Test for equality with an IntVector2. To return true, both the type and value must match. bool operator == (const IntVector2& rhs) const; /// Test for equality with a StringHash. To return true, both the type and value must match. bool operator == (const StringHash& rhs) const; /// Test for equality with a ShortStringHash. To return true, both the type and value must match. bool operator == (const ShortStringHash& rhs) const; /// Return int or zero on type mismatch. int GetInt() const; /// Return unsigned int or zero on type mismatch. int GetUInt() const; /// Return StringHash or zero on type mismatch. StringHash GetStringHash(); /// Return ShortStringHash or zero on type mismatch. ShortStringHash GetShortStringHash(); /// Return bool or false on type mismatch. bool GetBool() const; /// Return float or zero on type mismatch. float GetFloat() const; /// Return Vector2 or zero on type mismatch. const Vector2& GetVector2() const; /// Return Vector3 or zero on type mismatch. const Vector3& GetVector3() const; /// Return Vector4 or zero on type mismatch. const Vector4& GetVector4() const; /// Return quaternion or identity on type mismatch. const Quaternion& GetQuaternion() const; /// Return color or default on type mismatch. const Color& GetColor() const; /// Return string or empty on type mismatch. const String& GetString() const; /// Return pointer or null on type mismatch. void* GetPtr() const; /// Return a resource reference or empty on type mismatch. const ResourceRef& GetResourceRef() const; /// Return a resource reference list or empty on type mismatch. const ResourceRefList& GetResourceRefList() const; /// Return an integer rect or empty on type mismatch. const IntRect& GetIntRect() const; /// Return an IntVector2 or empty on type mismatch. const IntVector2& GetIntVector2() const; /// Return value's type. VariantType GetType() const; /// Return value's type name. String GetTypeName() const; /// Convert value to string. Pointers are returned as null, and VariantBuffer or VariantMap are not supported and return empty. String ToString() const; /// Return true when the variant value is considered zero according to its actual type. bool IsZero() const; /// Return true when the variant is empty (i.e. not initialized yet). bool IsEmpty() const; }; class VariantMap { public: VariantMap(); tolua_outside void VariantMapSetInt @ SetInt(const char* key, int value); tolua_outside void VariantMapSetBool @ SetBool(const char* key, bool value); tolua_outside void VariantMapSetFloat @ SetFloat(const char* key, float value); tolua_outside void VariantMapSetVector2 @ SetVector2(const char* key, const Vector2& value); tolua_outside void VariantMapSetVector3 @ SetVector3(const char* key, const Vector3& value); tolua_outside void VariantMapSetVector4 @ SetVector4(const char* key, const Vector4& value); tolua_outside void VariantMapSetQuaternion @ SetQuaternion(const char* key, const Quaternion& value); tolua_outside void VariantMapSetColor @ SetColor(const char* key, const Color& value); tolua_outside void VariantMapSetString @ SetString(const char* key, const String& value); tolua_outside void VariantMapSetPtr @ SetPtr(const char* key, void* value); tolua_outside void VariantMapSetResourceRef @ SetResourceRef(const char* key, const ResourceRef& value); tolua_outside void VariantMapSetResourceRefList @ SetResourceRefList(const char* key, const ResourceRefList& value); tolua_outside void VariantMapSetIntRect @ SetIntRect(const char* key, const IntRect& value); tolua_outside void VariantMapSetIntVector2 @ SetIntVector2(const char* key, const IntVector2& value); tolua_outside void VariantMapSetCamera @ SetCamera(const char* key, Camera* camera); tolua_outside void VariantMapSetConnection @ SetConnection(const char* key, Connection* connection); tolua_outside void VariantMapSetNode @ SetNode(const char* key, Node* node); tolua_outside void VariantMapSetPhysicsWorld @ SetPhysicsWorld(const char* key, PhysicsWorld* physicsworld); tolua_outside void VariantMapSetRigidBody @ SetRigidBody(const char* key, RigidBody* rigidbody); tolua_outside void VariantMapSetScene @ SetScene(const char* key, Scene* scene); tolua_outside void VariantMapSetUIElement @ SetUIElement(const char* key, UIElement* element); tolua_outside int VariantMapGetInt @ GetInt(const char* key); tolua_outside bool VariantMapGetBool @ GetBool(const char* key); tolua_outside float VariantMapGetFloat @ GetFloat(const char* key); tolua_outside const Vector2& VariantMapGetVector2 @ GetVector2(const char* key); tolua_outside const Vector3& VariantMapGetVector3 @ GetVector3(const char* key); tolua_outside const Vector4& VariantMapGetVector4 @ GetVector4(const char* key); tolua_outside const Quaternion& VariantMapGetQuaternion @ GetQuaternion(const char* key); tolua_outside const Color& VariantMapGetColor @ GetColor(const char* key); tolua_outside const String& VariantMapGetString @ GetString(const char* key); tolua_outside const void* VariantMapGetPtr @ GetPtr(const char* key); tolua_outside const ResourceRef& VariantMapGetResourceRef @ GetResourceRef(const char* key); tolua_outside const ResourceRefList& VariantMapGetResourceRefList @ GetResourceRefList(const char* key); tolua_outside const IntRect& VariantMapGetIntRect @ GetIntRect(const char* key); tolua_outside const IntVector2& VariantMapGetIntVector2 @ GetIntVector2(const char* key); tolua_outside Camera* VariantMapGetCamera @ GetCamera(const char* key); tolua_outside Connection* VariantMapGetConnection @ GetConnection(const char* key); tolua_outside Node* VariantMapGetNode @ GetNode(const char* key); tolua_outside PhysicsWorld* VariantMapGetPhysicsWorld @ GetPhysicsWorld(const char* key); tolua_outside RigidBody* VariantMapGetRigidBody @ GetRigidBody(const char* key); tolua_outside Scene* VariantMapGetScene @ GetScene(const char* key); tolua_outside UIElement* VariantMapGetUIElement @ GetUIElement(const char* key); }; ${ void VariantMapSetInt(VariantMap* vmap, const char* key, int value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetBool(VariantMap* vmap, const char* key, bool value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetFloat(VariantMap* vmap, const char* key, float value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetVector2(VariantMap* vmap, const char* key, const Vector2& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetVector3(VariantMap* vmap, const char* key, const Vector3& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetVector4(VariantMap* vmap, const char* key, const Vector4& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetQuaternion(VariantMap* vmap, const char* key, const Quaternion& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetColor(VariantMap* vmap, const char* key, const Color& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetString(VariantMap* vmap, const char* key, const String& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetPtr(VariantMap* vmap, const char* key, void* value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetResourceRef(VariantMap* vmap, const char* key, const ResourceRef& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetResourceRefList(VariantMap* vmap, const char* key, const ResourceRefList& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetIntRect(VariantMap* vmap, const char* key, const IntRect& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetIntVector2(VariantMap* vmap, const char* key, const IntVector2& value) { (*vmap)[ShortStringHash(key)] = value; } void VariantMapSetCamera(VariantMap* vmap, const char* key, Camera* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } void VariantMapSetConnection(VariantMap* vmap, const char* key, Connection* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } void VariantMapSetNode(VariantMap* vmap, const char* key, Node* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } void VariantMapSetPhysicsWorld(VariantMap* vmap, const char* key, PhysicsWorld* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } void VariantMapSetRigidBody(VariantMap* vmap, const char* key, RigidBody* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } void VariantMapSetScene(VariantMap* vmap, const char* key, Scene* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } void VariantMapSetUIElement(VariantMap* vmap, const char* key, UIElement* pointer) { (*vmap)[ShortStringHash(key)] = (void*)pointer; } const Variant& FindVariant(const VariantMap* vmap, const char* key) { VariantMap::ConstIterator i = vmap->Find(ShortStringHash(key)); return i != vmap->End() ? i->second_ : Variant::EMPTY; } int VariantMapGetInt(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetInt(); } bool VariantMapGetBool(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetBool(); } float VariantMapGetFloat(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetFloat(); } const Vector2& VariantMapGetVector2(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetVector2(); } const Vector3& VariantMapGetVector3(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetVector3(); } const Vector4& VariantMapGetVector4(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetVector4(); } const Quaternion& VariantMapGetQuaternion(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetQuaternion(); } const Color& VariantMapGetColor(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetColor(); } const String& VariantMapGetString(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetString(); } const void* VariantMapGetPtr(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetPtr(); } const ResourceRef& VariantMapGetResourceRef(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetResourceRef(); } const ResourceRefList& VariantMapGetResourceRefList(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetResourceRefList(); } const IntRect& VariantMapGetIntRect(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetIntRect(); } const IntVector2& VariantMapGetIntVector2(const VariantMap* vmap, const char* key) { return FindVariant(vmap, key).GetIntVector2(); } Camera* VariantMapGetCamera(const VariantMap* vmap, const char* key) { return (Camera*)FindVariant(vmap, key).GetPtr(); } Connection* VariantMapGetConnection(const VariantMap* vmap, const char* key) { return (Connection*)FindVariant(vmap, key).GetPtr(); } Node* VariantMapGetNode(const VariantMap* vmap, const char* key) { return (Node*)FindVariant(vmap, key).GetPtr(); } PhysicsWorld* VariantMapGetPhysicsWorld(const VariantMap* vmap, const char* key) { return (PhysicsWorld*)FindVariant(vmap, key).GetPtr(); } RigidBody* VariantMapGetRigidBody(const VariantMap* vmap, const char* key) { return (RigidBody*)FindVariant(vmap, key).GetPtr(); } Scene* VariantMapGetScene(const VariantMap* vmap, const char* key) { return (Scene*)FindVariant(vmap, key).GetPtr(); } UIElement* VariantMapGetUIElement(const VariantMap* vmap, const char* key) { return (UIElement*)FindVariant(vmap, key).GetPtr(); } $}