proc markNoDeinit(v: Variant) {.inline, raises: [], tags: []
.}
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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.
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proc godotVariant(v: Variant): ptr GodotVariant {.inline, raises: [], tags: []
.}
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WARNING: do not keep the returned value for longer than the lifetime of v
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proc getType(v: Variant): VariantType {.raises: [], tags: []
.}
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proc variantFinalizer(v: Variant) {.raises: [], tags: []
.}
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proc `$`(self: Variant): string {.inline, raises: [], tags: []
.}
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proc newVariant(): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(v: Variant): Variant {.inline, raises: [], tags: []
.}
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Makes a copy
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proc newVariant(v: GodotVariant): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(b: bool): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150125: uint8): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150148: uint16): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150171: uint32): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150194: uint64): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150217: uint): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150240: int8): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150263: int16): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150286: int32): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150309: int64): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(i150332: int): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(r: cdouble): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(s: string): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(v2: Vector2): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(rect2: Rect2): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(v3: Vector3): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(t2d: Transform2D): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(plane: Plane): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(quat: Quat): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(aabb: AABB): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(basis: Basis): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(trans: Transform): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(color: Color): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(nodePath: NodePath): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(godotNodePath: GodotNodePath): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(rid: RID): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(obj: ptr GodotObject): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(arr: Array): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(pba: PoolByteArray): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(pia: PoolIntArray): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(pra: PoolRealArray): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(psa: PoolStringArray): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(pv2a: PoolVector2Array): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(pv3a: PoolVector3Array): Variant {.inline, raises: [], tags: []
.}
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proc newVariant(pca: PoolColorArray): Variant {.inline, raises: [], tags: []
.}
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proc asBool(self: Variant): bool {.inline, raises: [], tags: []
.}
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proc asUInt(self: Variant): uint64 {.raises: [], tags: []
.}
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proc asInt(self: Variant): int64 {.raises: [], tags: []
.}
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proc asReal(self: Variant): cdouble {.raises: [], tags: []
.}
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proc asString(self: Variant): string {.raises: [], tags: []
.}
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proc asVector2(self: Variant): Vector2 {.raises: [], tags: []
.}
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proc asRect2(self: Variant): Rect2 {.raises: [], tags: []
.}
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proc asVector3(self: Variant): Vector3 {.raises: [], tags: []
.}
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proc asTransform2D(self: Variant): Transform2D {.raises: [], tags: []
.}
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proc asPlane(self: Variant): Plane {.raises: [], tags: []
.}
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proc asQuat(self: Variant): Quat {.raises: [], tags: []
.}
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proc asAABB(self: Variant): AABB {.raises: [], tags: []
.}
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proc asBasis(self: Variant): Basis {.raises: [], tags: []
.}
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proc asTransform(self: Variant): Transform {.raises: [], tags: []
.}
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proc asColor(self: Variant): Color {.raises: [], tags: []
.}
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proc asNodePath(self: Variant): NodePath {.raises: [], tags: []
.}
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proc asRID(self: Variant): RID {.raises: [], tags: []
.}
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proc asGodotObject(self: Variant): ptr GodotObject {.raises: [], tags: []
.}
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proc asArray(self: Variant): Array {.raises: [], tags: []
.}
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proc asPoolByteArray(self: Variant): PoolByteArray {.raises: [Exception],
tags: [RootEffect]
.}
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proc asPoolIntArray(self: Variant): PoolIntArray {.raises: [Exception],
tags: [RootEffect]
.}
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proc asPoolRealArray(self: Variant): PoolRealArray {.raises: [Exception],
tags: [RootEffect]
.}
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proc asPoolStringArray(self: Variant): PoolStringArray {.raises: [Exception],
tags: [RootEffect]
.}
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proc asPoolVector2Array(self: Variant): PoolVector2Array {.raises: [Exception],
tags: [RootEffect]
.}
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proc asPoolVector3Array(self: Variant): PoolVector3Array {.raises: [Exception],
tags: [RootEffect]
.}
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proc asPoolColorArray(self: Variant): PoolColorArray {.raises: [Exception],
tags: [RootEffect]
.}
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proc hasMethod(self: Variant; meth: string): bool {.raises: [], tags: []
.}
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proc `==`(self, other: Variant): bool {.raises: [], tags: []
.}
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proc `<`(self, other: Variant): bool {.raises: [], tags: []
.}
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proc hashCompare(self, other: Variant): bool {.raises: [], tags: []
.}
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proc booleanize(self: Variant): bool {.raises: [], tags: []
.}
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