gdnative_cpp/include/core/PoolArrays.hpp

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/*************************************************************************/
/* PoolArrays.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef POOLARRAYS_H
#define POOLARRAYS_H
#include "Defs.hpp"
#include "Color.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
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#include <gdn/pool_arrays.h>
namespace godot {
class Array;
class PoolByteArray {
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pandemonium_pool_byte_array _pandemonium_array;
friend class String;
friend class Variant;
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inline explicit PoolByteArray(pandemonium_pool_byte_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolByteArray;
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pandemonium_pool_byte_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_byte_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_byte_array_read_access_destroy(_read_access);
}
inline const uint8_t *ptr() const {
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return godot::api->pandemonium_pool_byte_array_read_access_ptr(_read_access);
}
inline const uint8_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_byte_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolByteArray;
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pandemonium_pool_byte_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_byte_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_byte_array_write_access_destroy(_write_access);
}
inline uint8_t *ptr() const {
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return godot::api->pandemonium_pool_byte_array_write_access_ptr(_write_access);
}
inline uint8_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_byte_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolByteArray();
PoolByteArray(const PoolByteArray &p_other);
PoolByteArray &operator=(const PoolByteArray &p_other);
PoolByteArray(const Array &array);
Read read() const;
Write write();
void append(const uint8_t data);
void append_array(const PoolByteArray &array);
int insert(const int idx, const uint8_t data);
void invert();
void push_back(const uint8_t data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const uint8_t data);
uint8_t operator[](const int idx);
int size() const;
~PoolByteArray();
};
class PoolIntArray {
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pandemonium_pool_int_array _pandemonium_array;
friend class Variant;
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explicit inline PoolIntArray(pandemonium_pool_int_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolIntArray;
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pandemonium_pool_int_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_int_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_int_array_read_access_destroy(_read_access);
}
inline const int *ptr() const {
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return godot::api->pandemonium_pool_int_array_read_access_ptr(_read_access);
}
inline const int &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_int_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolIntArray;
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pandemonium_pool_int_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_int_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_int_array_write_access_destroy(_write_access);
}
inline int *ptr() const {
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return godot::api->pandemonium_pool_int_array_write_access_ptr(_write_access);
}
inline int &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_int_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolIntArray();
PoolIntArray(const PoolIntArray &p_other);
PoolIntArray &operator=(const PoolIntArray &p_other);
PoolIntArray(const Array &array);
Read read() const;
Write write();
void append(const int data);
void append_array(const PoolIntArray &array);
int insert(const int idx, const int data);
void invert();
void push_back(const int data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const int data);
int operator[](const int idx);
int size() const;
~PoolIntArray();
};
class PoolRealArray {
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pandemonium_pool_real_array _pandemonium_array;
friend class Variant;
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explicit inline PoolRealArray(pandemonium_pool_real_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolRealArray;
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pandemonium_pool_real_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_real_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_real_array_read_access_destroy(_read_access);
}
inline const real_t *ptr() const {
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return godot::api->pandemonium_pool_real_array_read_access_ptr(_read_access);
}
inline const real_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_real_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolRealArray;
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pandemonium_pool_real_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_real_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_real_array_write_access_destroy(_write_access);
}
inline real_t *ptr() const {
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return godot::api->pandemonium_pool_real_array_write_access_ptr(_write_access);
}
inline real_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_real_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolRealArray();
PoolRealArray(const PoolRealArray &p_other);
PoolRealArray &operator=(const PoolRealArray &p_other);
PoolRealArray(const Array &array);
Read read() const;
Write write();
void append(const real_t data);
void append_array(const PoolRealArray &array);
int insert(const int idx, const real_t data);
void invert();
void push_back(const real_t data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const real_t data);
real_t operator[](const int idx);
int size() const;
~PoolRealArray();
};
class PoolStringArray {
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pandemonium_pool_string_array _pandemonium_array;
friend class String;
friend class Variant;
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explicit inline PoolStringArray(pandemonium_pool_string_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolStringArray;
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pandemonium_pool_string_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_string_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_string_array_read_access_destroy(_read_access);
}
inline const String *ptr() const {
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return (const String *)godot::api->pandemonium_pool_string_array_read_access_ptr(_read_access);
}
inline const String &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_string_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolStringArray;
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pandemonium_pool_string_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_string_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_string_array_write_access_destroy(_write_access);
}
inline String *ptr() const {
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return (String *)godot::api->pandemonium_pool_string_array_write_access_ptr(_write_access);
}
inline String &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_string_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolStringArray();
PoolStringArray(const PoolStringArray &p_other);
PoolStringArray &operator=(const PoolStringArray &p_other);
PoolStringArray(const Array &array);
Read read() const;
Write write();
void append(const String &data);
void append_array(const PoolStringArray &array);
int insert(const int idx, const String &data);
void invert();
void push_back(const String &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const String &data);
const String operator[](const int idx);
int size() const;
~PoolStringArray();
};
class PoolVector2Array {
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pandemonium_pool_vector2_array _pandemonium_array;
friend class Variant;
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explicit inline PoolVector2Array(pandemonium_pool_vector2_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolVector2Array;
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pandemonium_pool_vector2_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_vector2_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_vector2_array_read_access_destroy(_read_access);
}
inline const Vector2 *ptr() const {
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return (const Vector2 *)godot::api->pandemonium_pool_vector2_array_read_access_ptr(_read_access);
}
inline const Vector2 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_vector2_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolVector2Array;
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pandemonium_pool_vector2_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_vector2_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_vector2_array_write_access_destroy(_write_access);
}
inline Vector2 *ptr() const {
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return (Vector2 *)godot::api->pandemonium_pool_vector2_array_write_access_ptr(_write_access);
}
inline Vector2 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_vector2_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolVector2Array();
PoolVector2Array(const PoolVector2Array &p_other);
PoolVector2Array &operator=(const PoolVector2Array &p_other);
PoolVector2Array(const Array &array);
Read read() const;
Write write();
void append(const Vector2 &data);
void append_array(const PoolVector2Array &array);
int insert(const int idx, const Vector2 &data);
void invert();
void push_back(const Vector2 &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Vector2 &data);
const Vector2 operator[](const int idx);
int size() const;
~PoolVector2Array();
};
class PoolVector3Array {
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pandemonium_pool_vector3_array _pandemonium_array;
friend class Variant;
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explicit inline PoolVector3Array(pandemonium_pool_vector3_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolVector3Array;
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pandemonium_pool_vector3_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_vector3_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_vector3_array_read_access_destroy(_read_access);
}
inline const Vector3 *ptr() const {
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return (const Vector3 *)godot::api->pandemonium_pool_vector3_array_read_access_ptr(_read_access);
}
inline const Vector3 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_vector3_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolVector3Array;
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pandemonium_pool_vector3_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_vector3_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_vector3_array_write_access_destroy(_write_access);
}
inline Vector3 *ptr() const {
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return (Vector3 *)godot::api->pandemonium_pool_vector3_array_write_access_ptr(_write_access);
}
inline Vector3 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_vector3_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolVector3Array();
PoolVector3Array(const PoolVector3Array &p_other);
PoolVector3Array &operator=(const PoolVector3Array &p_other);
PoolVector3Array(const Array &array);
Read read() const;
Write write();
void append(const Vector3 &data);
void append_array(const PoolVector3Array &array);
int insert(const int idx, const Vector3 &data);
void invert();
void push_back(const Vector3 &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Vector3 &data);
const Vector3 operator[](const int idx);
int size() const;
~PoolVector3Array();
};
class PoolColorArray {
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pandemonium_pool_color_array _pandemonium_array;
friend class Variant;
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explicit inline PoolColorArray(pandemonium_pool_color_array a) {
_pandemonium_array = a;
}
public:
class Read {
friend class PoolColorArray;
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pandemonium_pool_color_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
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_read_access = godot::api->pandemonium_pool_color_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
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godot::api->pandemonium_pool_color_array_read_access_destroy(_read_access);
}
inline const Color *ptr() const {
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return (const Color *)godot::api->pandemonium_pool_color_array_read_access_ptr(_read_access);
}
inline const Color &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
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godot::api->pandemonium_pool_color_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolColorArray;
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pandemonium_pool_color_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
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_write_access = godot::api->pandemonium_pool_color_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
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godot::api->pandemonium_pool_color_array_write_access_destroy(_write_access);
}
inline Color *ptr() const {
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return (Color *)godot::api->pandemonium_pool_color_array_write_access_ptr(_write_access);
}
inline Color &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
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godot::api->pandemonium_pool_color_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolColorArray();
PoolColorArray(const PoolColorArray &p_other);
PoolColorArray &operator=(const PoolColorArray &p_other);
PoolColorArray(const Array &array);
Read read() const;
Write write();
void append(const Color &data);
void append_array(const PoolColorArray &array);
int insert(const int idx, const Color &data);
void invert();
void push_back(const Color &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Color &data);
const Color operator[](const int idx);
int size() const;
~PoolColorArray();
};
} // namespace godot
#endif // POOLARRAYS_H