def new_uninitialized_gdobj(gdtype): # TODO: use dict to optimize this ? # It seems Godot encode Variant as type nil... if gdtype == lib.GODOT_VARIANT_TYPE_NIL: return godot_variant_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_BOOL: return godot_bool_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_INT: return godot_int_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_REAL: return godot_real_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_STRING: return godot_string_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_VECTOR2: return godot_vector2_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_RECT2: return godot_rect2_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_VECTOR3: return godot_vector3_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_TRANSFORM2D: return godot_transform2d_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_PLANE: return godot_plane_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_QUAT: return godot_quat_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_AABB: return godot_aabb_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_BASIS: return godot_basis_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_TRANSFORM: return godot_transform_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_COLOR: return godot_color_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_NODE_PATH: return godot_node_path_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_RID: return godot_rid_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_OBJECT: return godot_object_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_DICTIONARY: return godot_dictionary_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_ARRAY: return godot_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY: return godot_pool_byte_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_INT_ARRAY: return godot_pool_int_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_REAL_ARRAY: return godot_pool_real_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_STRING_ARRAY: return godot_pool_string_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY: return godot_pool_vector2_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY: return godot_pool_vector3_array_alloc() elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY: return godot_pool_color_array_alloc() else: raise TypeError( "Unknown Variant type `%s` (this should never happen !)" % gdtype)
def get_class_consts(cls, classname): consts = [] ret = godot_pool_string_array_alloc() lib.godot_pool_string_array_new(ret) gd_classname = godot_string_from_pyobj(classname) gd_true = godot_bool_alloc(True) args = ffi.new("void*[2]", [gd_classname, gd_true]) # 2nd arg should be false, which what we get by not initializing it lib.godot_method_bind_ptrcall(cls._meth_get_integer_constant_list, cls._instance, args, ret) for i in range(lib.godot_pool_string_array_size(ret)): godot_str = lib.godot_pool_string_array_get(ret, i) raw_str = lib.godot_string_wide_str(ffi.addressof(godot_str)) consts.append(ffi.string(raw_str)) return consts
def get_class_list(cls): ret = godot_pool_string_array_alloc() lib.godot_method_bind_ptrcall(cls._meth_get_class_list, cls._instance, ffi.NULL, ret) # Convert Godot return into Python civilized stuff unordered = [] for i in range(lib.godot_pool_string_array_size(ret)): godot_str = lib.godot_pool_string_array_get(ret, i) raw_str = lib.godot_string_wide_str(ffi.addressof(godot_str)) unordered.append(ffi.string(raw_str)) # Order class to have a parent defined before their children classes = [] while len(unordered) != len(classes): for classname in unordered: parentname = cls.get_parent_class(classname) if not parentname or parentname in classes: if classname not in classes: classes.append(classname) return classes
def variant_to_pyobj(p_gdvar): """ Convert Godot variant to regular Python object :param p_gdvar: Godot variant as ``<cdata 'struct godot_variant *'>`` (note the pointer) """ gdtype = lib.godot_variant_get_type(p_gdvar) if gdtype == lib.GODOT_VARIANT_TYPE_NIL: return None elif gdtype == lib.GODOT_VARIANT_TYPE_BOOL: return bool(lib.godot_variant_as_bool(p_gdvar)) elif gdtype == lib.GODOT_VARIANT_TYPE_INT: return int(lib.godot_variant_as_int(p_gdvar)) elif gdtype == lib.GODOT_VARIANT_TYPE_REAL: return float(lib.godot_variant_as_real(p_gdvar)) elif gdtype == lib.GODOT_VARIANT_TYPE_STRING: raw = lib.godot_variant_as_string(p_gdvar) ret = godot_string_to_pyobj(ffi.addressof(raw)) lib.godot_string_destroy(ffi.addressof(raw)) return ret elif gdtype == lib.GODOT_VARIANT_TYPE_VECTOR2: raw = lib.godot_variant_as_vector2(p_gdvar) return godot_bindings_module.Vector2.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_RECT2: raw = lib.godot_variant_as_rect2(p_gdvar) return godot_bindings_module.Rect2.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_VECTOR3: raw = lib.godot_variant_as_vector3(p_gdvar) return godot_bindings_module.Vector3.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_TRANSFORM2D: raw = lib.godot_variant_as_transform2d(p_gdvar) return godot_bindings_module.Transform2D.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_PLANE: raw = lib.godot_variant_as_plane(p_gdvar) return godot_bindings_module.Plane.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_QUAT: raw = lib.godot_variant_as_quat(p_gdvar) return godot_bindings_module.Quat.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_AABB: raw = lib.godot_variant_as_aabb(p_gdvar) return godot_bindings_module.AABB.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_BASIS: raw = lib.godot_variant_as_basis(p_gdvar) return godot_bindings_module.Basis.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_TRANSFORM: raw = lib.godot_variant_as_transform(p_gdvar) return godot_bindings_module.Transform.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_COLOR: raw = lib.godot_variant_as_color(p_gdvar) return godot_bindings_module.Color.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_NODE_PATH: p_raw = godot_node_path_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_node_path(p_gdvar) return godot_bindings_module.NodePath.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_RID: raw = lib.godot_variant_as_rid(p_gdvar) return godot_bindings_module.RID.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_OBJECT: p_raw = lib.godot_variant_as_object(p_gdvar) # TODO: optimize this tmpobj = godot_bindings_module.Object(p_raw) return getattr(godot_bindings_module, tmpobj.get_class())(p_raw) elif gdtype == lib.GODOT_VARIANT_TYPE_DICTIONARY: p_raw = godot_dictionary_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_dictionary(p_gdvar) return godot_bindings_module.Dictionary.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_ARRAY: p_raw = godot_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_array(p_gdvar) return godot_bindings_module.Array.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY: p_raw = godot_pool_byte_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_byte_array(p_gdvar) return godot_bindings_module.PoolByteArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_INT_ARRAY: p_raw = godot_pool_int_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_int_array(p_gdvar) return godot_bindings_module.PoolIntArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_REAL_ARRAY: p_raw = godot_pool_real_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_real_array(p_gdvar) return godot_bindings_module.PoolRealArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_STRING_ARRAY: p_raw = godot_pool_string_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_string_array(p_gdvar) return godot_bindings_module.PoolStringArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY: p_raw = godot_pool_vector2_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_vector2_array(p_gdvar) return godot_bindings_module.PoolVector2Array.build_from_gdobj( p_raw, steal=True ) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY: p_raw = godot_pool_vector3_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_vector3_array(p_gdvar) return godot_bindings_module.PoolVector3Array.build_from_gdobj( p_raw, steal=True ) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY: p_raw = godot_pool_color_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_color_array(p_gdvar) return godot_bindings_module.PoolColorArray.build_from_gdobj(p_raw, steal=True) else: raise TypeError( "Unknown Variant type `%s` (this should never happen !)" % gdtype )