Module variants

Types

Variant* = ref object
  godotVariant: GodotVariant
  noDeinit: bool
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Procs

proc markNoDeinit*(v: Variant) {.
inline
.}
Makes it so that internal GodotVariant object will not be destroyed when the reference is gone. Use only if you know what you are doing.   Source Edit
proc godotVariant*(v: Variant): ptr GodotVariant {.
inline
.}
WARNING: do not keep the returned value for longer than the lifetime of v   Source Edit
proc getType*(v: Variant): VariantType
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proc variantFinalizer*(v: Variant)
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proc `$`*(self: Variant): string {.
inline
.}
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proc newVariant*(): Variant {.
inline
.}
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proc newVariant*(v: Variant): Variant {.
inline
.}
Makes a copy   Source Edit
proc newVariant*(v: GodotVariant): Variant {.
inline
.}
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proc newVariant*(b: bool): Variant {.
inline
.}
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proc newVariant*(r: cdouble): Variant {.
inline
.}
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proc newVariant*(s: string): Variant {.
inline
.}
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proc newVariant*(v2: Vector2): Variant {.
inline
.}
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proc newVariant*(rect2: Rect2): Variant {.
inline
.}
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proc newVariant*(v3: Vector3): Variant {.
inline
.}
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proc newVariant*(t2d: Transform2D): Variant {.
inline
.}
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proc newVariant*(plane: Plane): Variant {.
inline
.}
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proc newVariant*(quat: Quat): Variant {.
inline
.}
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proc newVariant*(rect3: Rect3): Variant {.
inline
.}
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proc newVariant*(basis: Basis): Variant {.
inline
.}
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proc newVariant*(trans: Transform): Variant {.
inline
.}
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proc newVariant*(color: Color): Variant {.
inline
.}
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proc newVariant*(nodePath: NodePath): Variant {.
inline
.}
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proc newVariant*(godotNodePath: GodotNodePath): Variant {.
inline
.}
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proc newVariant*(rid: RID): Variant {.
inline
.}
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proc newVariant*(obj: ptr GodotObject): Variant {.
inline
.}
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proc newVariant*(arr: Array): Variant {.
inline
.}
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proc newVariant*(pba: PoolByteArray): Variant {.
inline
.}
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proc newVariant*(pia: PoolIntArray): Variant {.
inline
.}
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proc newVariant*(pra: PoolRealArray): Variant {.
inline
.}
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proc newVariant*(psa: PoolStringArray): Variant {.
inline
.}
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proc newVariant*(pv2a: PoolVector2Array): Variant {.
inline
.}
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proc newVariant*(pv3a: PoolVector3Array): Variant {.
inline
.}
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proc newVariant*(pca: PoolColorArray): Variant {.
inline
.}
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proc asBool*(self: Variant): bool {.
inline
.}
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proc asUInt*(self: Variant): uint64
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proc asInt*(self: Variant): int64
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proc asReal*(self: Variant): cdouble
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proc asString*(self: Variant): string
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proc asVector2*(self: Variant): Vector2
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proc asRect2*(self: Variant): Rect2
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proc asVector3*(self: Variant): Vector3
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proc asTransform2D*(self: Variant): Transform2D
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proc asPlane*(self: Variant): Plane
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proc asQuat*(self: Variant): Quat
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proc asRect3*(self: Variant): Rect3
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proc asBasis*(self: Variant): Basis
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proc asTransform*(self: Variant): Transform
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proc asColor*(self: Variant): Color
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proc asNodePath*(self: Variant): NodePath
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proc asRID*(self: Variant): RID
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proc asGodotObject*(self: Variant): ptr GodotObject
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proc asArray*(self: Variant): Array
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proc asPoolByteArray*(self: Variant): PoolByteArray
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proc asPoolIntArray*(self: Variant): PoolIntArray
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proc asPoolRealArray*(self: Variant): PoolRealArray
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proc asPoolStringArray*(self: Variant): PoolStringArray
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proc asPoolVector2Array*(self: Variant): PoolVector2Array
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proc asPoolVector3Array*(self: Variant): PoolVector3Array
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proc asPoolColorArray*(self: Variant): PoolColorArray
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proc hasMethod*(self: Variant; meth: string): bool
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proc `==`*(self, other: Variant): bool
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proc `<`*(self, other: Variant): bool
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proc hashCompare*(self, other: Variant): bool
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proc booleanize*(self: Variant; isValid: var bool): bool
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