c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
475 lines
14 KiB
C++
475 lines
14 KiB
C++
/*************************************************************************/
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/* variant.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VARIANT_H
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#define VARIANT_H
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#include "aabb.h"
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#include "ustring.h"
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#include "vector3.h"
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#include "plane.h"
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#include "quat.h"
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#include "matrix3.h"
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#include "transform.h"
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#include "image.h"
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#include "dvector.h"
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#include "path_db.h"
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#include "simple_type.h"
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#include "os/input_event.h"
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#include "color.h"
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#include "face3.h"
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#include "ref_ptr.h"
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#include "math_2d.h"
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#include "rid.h"
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#include "io/ip_address.h"
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#include "dictionary.h"
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#include "array.h"
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class RefPtr;
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class Object;
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class Node; // helper
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class Control; // helper
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struct PropertyInfo;
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struct MethodInfo;
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typedef DVector<uint8_t> ByteArray;
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typedef DVector<int> IntArray;
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typedef DVector<real_t> RealArray;
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typedef DVector<String> StringArray;
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typedef DVector<Vector2> Vector2Array;
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typedef DVector<Vector3> Vector3Array;
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typedef DVector<Color> ColorArray;
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class Variant {
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public:
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enum Type {
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NIL,
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// atomic types
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BOOL,
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INT,
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REAL,
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STRING,
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// math types
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VECTOR2, // 5
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RECT2,
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VECTOR3,
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MATRIX32,
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PLANE,
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QUAT, // 10
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_AABB, //sorry naming convention fail :( not like it's used often
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MATRIX3,
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TRANSFORM,
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// misc types
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COLOR,
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IMAGE, // 15
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NODE_PATH,
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_RID,
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OBJECT,
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INPUT_EVENT,
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DICTIONARY, // 20
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ARRAY,
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// arrays
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RAW_ARRAY,
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INT_ARRAY,
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REAL_ARRAY,
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STRING_ARRAY, // 25
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VECTOR2_ARRAY,
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VECTOR3_ARRAY,
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COLOR_ARRAY,
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VARIANT_MAX
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};
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private:
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friend class _VariantCall;
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// Variant takes 20 bytes when real_t is float, and 36 if double
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// it only allocates extra memory for aabb/matrix.
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Type type;
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struct ObjData {
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Object *obj;
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RefPtr ref;
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};
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_FORCE_INLINE_ ObjData& _get_obj();
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_FORCE_INLINE_ const ObjData& _get_obj() const;
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union {
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bool _bool;
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int _int;
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double _real;
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Matrix32 *_matrix32;
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AABB* _aabb;
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Matrix3 *_matrix3;
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Transform *_transform;
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RefPtr *_resource;
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InputEvent *_input_event;
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Image *_image;
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void *_ptr; //generic pointer
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uint8_t _mem[sizeof(ObjData) > (sizeof(real_t)*4) ? sizeof(ObjData) : (sizeof(real_t)*4)];
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} _data;
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void reference(const Variant& p_variant);
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void clear();
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public:
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_FORCE_INLINE_ Type get_type() const { return type; }
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static String get_type_name(Variant::Type p_type);
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static bool can_convert(Type p_type_from, Type p_type_to);
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static bool can_convert_strict(Type p_type_from, Type p_type_to);
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template<class T>
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static Type get_type_for() {
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GetSimpleType<T> t;
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Variant v(t.type);
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Type r = v.get_type();
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return r;
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}
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bool is_ref() const;
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_FORCE_INLINE_ bool is_num() const { return type==INT || type==REAL; };
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_FORCE_INLINE_ bool is_array() const { return type>=ARRAY; };
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bool is_shared() const;
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bool is_zero() const;
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bool is_one() const;
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operator bool() const;
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operator signed int() const;
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operator unsigned int() const; // this is the real one
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operator signed short() const;
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operator unsigned short() const;
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operator signed char() const;
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operator unsigned char() const;
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//operator long unsigned int() const;
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operator int64_t() const;
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operator uint64_t() const;
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#ifdef NEED_LONG_INT
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operator signed long() const;
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operator unsigned long() const;
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#endif
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operator CharType() const;
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operator float() const;
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operator double() const;
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operator String() const;
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operator StringName() const;
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operator Vector2() const;
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operator Rect2() const;
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operator Vector3() const;
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operator Plane() const;
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operator AABB() const;
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operator Quat() const;
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operator Matrix3() const;
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operator Transform() const;
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operator Matrix32() const;
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operator Color() const;
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operator Image() const;
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operator NodePath() const;
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operator RefPtr() const;
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operator RID() const;
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operator InputEvent() const;
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operator Object*() const;
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operator Node*() const;
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operator Control*() const;
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operator Dictionary() const;
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operator Array() const;
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operator DVector<uint8_t>() const;
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operator DVector<int>() const;
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operator DVector<real_t>() const;
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operator DVector<String>() const;
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operator DVector<Vector3>() const;
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operator DVector<Color>() const;
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operator DVector<Plane>() const;
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operator DVector<Face3>() const;
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operator Vector<Variant>() const;
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operator Vector<uint8_t>() const;
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operator Vector<int>() const;
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operator Vector<real_t>() const;
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operator Vector<String>() const;
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operator Vector<Vector3>() const;
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operator Vector<Color>() const;
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operator Vector<RID>() const;
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operator Vector<Vector2>() const;
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operator DVector<Vector2>() const;
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operator Vector<Plane>() const;
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// some core type enums to convert to
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operator Margin() const;
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operator Orientation() const;
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operator IP_Address() const;
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Variant(bool p_bool);
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Variant(signed int p_int); // real one
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Variant(unsigned int p_int);
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#ifdef NEED_LONG_INT
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Variant(signed long p_long); // real one
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Variant(unsigned long p_long);
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//Variant(long unsigned int p_long);
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#endif
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Variant(signed short p_short); // real one
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Variant(unsigned short p_short);
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Variant(signed char p_char); // real one
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Variant(unsigned char p_char);
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Variant(int64_t p_char); // real one
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Variant(uint64_t p_char);
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Variant(float p_float);
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Variant(double p_double);
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Variant(const String& p_string);
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Variant(const StringName& p_string);
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Variant(const char * const p_cstring);
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Variant(const CharType * p_wstring);
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Variant(const Vector2& p_vector2);
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Variant(const Rect2& p_rect2);
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Variant(const Vector3& p_vector3);
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Variant(const Plane& p_plane);
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Variant(const AABB& p_aabb);
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Variant(const Quat& p_quat);
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Variant(const Matrix3& p_transform);
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Variant(const Matrix32& p_transform);
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Variant(const Transform& p_transform);
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Variant(const Color& p_color);
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Variant(const Image& p_image);
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Variant(const NodePath& p_path);
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Variant(const RefPtr& p_resource);
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Variant(const RID& p_rid);
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Variant(const Object* p_object);
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Variant(const InputEvent& p_input_event);
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Variant(const Dictionary& p_dictionary);
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Variant(const Array& p_array);
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Variant(const DVector<Plane>& p_array); // helper
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Variant(const DVector<uint8_t>& p_raw_array);
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Variant(const DVector<int>& p_int_array);
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Variant(const DVector<real_t>& p_real_array);
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Variant(const DVector<String>& p_string_array);
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Variant(const DVector<Vector3>& p_vector3_array);
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Variant(const DVector<Color>& p_color_array);
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Variant(const DVector<Face3>& p_face_array);
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Variant(const Vector<Variant>& p_array);
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Variant(const Vector<uint8_t>& p_raw_array);
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Variant(const Vector<int>& p_int_array);
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Variant(const Vector<real_t>& p_real_array);
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Variant(const Vector<String>& p_string_array);
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Variant(const Vector<Vector3>& p_vector3_array);
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Variant(const Vector<Color>& p_color_array);
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Variant(const Vector<Plane>& p_array); // helper
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Variant(const Vector<RID>& p_array); // helper
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Variant(const Vector<Vector2>& p_array); // helper
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Variant(const DVector<Vector2>& p_array); // helper
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Variant(const IP_Address& p_address);
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enum Operator {
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//comparation
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OP_EQUAL,
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OP_NOT_EQUAL,
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OP_LESS,
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OP_LESS_EQUAL,
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OP_GREATER,
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OP_GREATER_EQUAL,
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//mathematic
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OP_ADD,
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OP_SUBSTRACT,
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OP_MULTIPLY,
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OP_DIVIDE,
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OP_NEGATE,
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OP_POSITIVE,
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OP_MODULE,
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OP_STRING_CONCAT,
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//bitwise
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OP_SHIFT_LEFT,
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OP_SHIFT_RIGHT,
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OP_BIT_AND,
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OP_BIT_OR,
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OP_BIT_XOR,
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OP_BIT_NEGATE,
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//logic
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OP_AND,
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OP_OR,
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OP_XOR,
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OP_NOT,
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//containment
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OP_IN,
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OP_MAX
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};
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static String get_operator_name(Operator p_op);
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static void evaluate(const Operator& p_op,const Variant& p_a, const Variant& p_b,Variant &r_ret,bool &r_valid);
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static _FORCE_INLINE_ Variant evaluate(const Operator& p_op,const Variant& p_a, const Variant& p_b) {
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bool valid=true;
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Variant res;
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evaluate(p_op,p_a,p_b,res,valid);
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return res;
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}
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void zero();
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static void blend(const Variant& a, const Variant& b, float c,Variant &r_dst);
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static void interpolate(const Variant& a, const Variant& b, float c,Variant &r_dst);
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struct CallError {
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enum Error {
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CALL_OK,
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CALL_ERROR_INVALID_METHOD,
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CALL_ERROR_INVALID_ARGUMENT,
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CALL_ERROR_TOO_MANY_ARGUMENTS,
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CALL_ERROR_TOO_FEW_ARGUMENTS,
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CALL_ERROR_INSTANCE_IS_NULL,
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};
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Error error;
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int argument;
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Type expected;
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};
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void call_ptr(const StringName& p_method,const Variant** p_args,int p_argcount,Variant* r_ret,CallError &r_error);
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Variant call(const StringName& p_method,const Variant** p_args,int p_argcount,CallError &r_error);
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Variant call(const StringName& p_method,const Variant& p_arg1=Variant(),const Variant& p_arg2=Variant(),const Variant& p_arg3=Variant(),const Variant& p_arg4=Variant(),const Variant& p_arg5=Variant());
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static String get_call_error_text(Object* p_base, const StringName& p_method,const Variant** p_argptrs,int p_argcount,const Variant::CallError &ce);
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static Variant construct(const Variant::Type,const Variant** p_args,int p_argcount,CallError &r_error,bool p_strict=true);
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void get_method_list(List<MethodInfo> *p_list) const;
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bool has_method(const StringName& p_method) const;
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static Vector<Variant::Type> get_method_argument_types(Variant::Type p_type,const StringName& p_method);
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static Vector<Variant> get_method_default_arguments(Variant::Type p_type,const StringName& p_method);
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static Variant::Type get_method_return_type(Variant::Type p_type,const StringName& p_method,bool* r_has_return=NULL);
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static Vector<StringName> get_method_argument_names(Variant::Type p_type,const StringName& p_method);
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void set_named(const StringName& p_index, const Variant& p_value, bool *r_valid=NULL);
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Variant get_named(const StringName& p_index, bool *r_valid=NULL) const;
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void set(const Variant& p_index, const Variant& p_value, bool *r_valid=NULL);
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Variant get(const Variant& p_index, bool *r_valid=NULL) const;
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bool in(const Variant& p_index, bool *r_valid=NULL) const;
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bool iter_init(Variant& r_iter,bool &r_valid) const;
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bool iter_next(Variant& r_iter,bool &r_valid) const;
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Variant iter_get(const Variant& r_iter,bool &r_valid) const;
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void get_property_list(List<PropertyInfo> *p_list) const;
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//argsVariant call()
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bool operator==(const Variant& p_variant) const;
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bool operator!=(const Variant& p_variant) const;
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bool operator<(const Variant& p_variant) const;
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uint32_t hash() const;
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bool booleanize(bool &valid) const;
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void static_assign(const Variant& p_variant);
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static void get_constructor_list(Variant::Type p_type, List<MethodInfo> *p_list);
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static void get_numeric_constants_for_type(Variant::Type p_type, List<StringName> *p_constants);
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static bool has_numeric_constant(Variant::Type p_type, const StringName& p_value);
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static int get_numeric_constant_value(Variant::Type p_type, const StringName& p_value,bool *r_valid=NULL);
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typedef String (*ObjectDeConstruct)(const Variant& p_object,void *ud);
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typedef void (*ObjectConstruct)(const String& p_text,void *ud,Variant& r_value);
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String get_construct_string() const;
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static void construct_from_string(const String& p_string,Variant& r_value,ObjectConstruct p_obj_construct=NULL,void *p_construct_ud=NULL);
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void operator=(const Variant& p_variant); // only this is enough for all the other types
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Variant(const Variant& p_variant);
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_FORCE_INLINE_ Variant() { type=NIL; }
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_FORCE_INLINE_ ~Variant() { if (type!=Variant::NIL) clear(); }
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};
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//typedef Dictionary Dictionary; no
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//typedef Array Array;
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Vector<Variant> varray();
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Vector<Variant> varray(const Variant& p_arg1);
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Vector<Variant> varray(const Variant& p_arg1,const Variant& p_arg2);
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Vector<Variant> varray(const Variant& p_arg1,const Variant& p_arg2,const Variant& p_arg3);
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Vector<Variant> varray(const Variant& p_arg1,const Variant& p_arg2,const Variant& p_arg3,const Variant& p_arg4);
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Vector<Variant> varray(const Variant& p_arg1,const Variant& p_arg2,const Variant& p_arg3,const Variant& p_arg4,const Variant& p_arg5);
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struct VariantHasher {
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static _FORCE_INLINE_ uint32_t hash(const Variant &p_variant) { return p_variant.hash(); }
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};
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Variant::ObjData& Variant::_get_obj() {
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return *reinterpret_cast<ObjData*>(&_data._mem[0]);
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}
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const Variant::ObjData& Variant::_get_obj() const {
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return *reinterpret_cast<const ObjData*>(&_data._mem[0]);
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}
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String vformat(const String& p_text, const Variant& p1=Variant(),const Variant& p2=Variant(),const Variant& p3=Variant(),const Variant& p4=Variant(),const Variant& p5=Variant());
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#endif
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