mirror of
https://github.com/Relintai/gdnative_cpp.git
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227 lines
7.6 KiB
C++
227 lines
7.6 KiB
C++
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/*************************************************************************/
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/* Array.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "Array.hpp"
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#include "GodotGlobal.hpp"
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#include "Variant.hpp"
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#include <cstdlib>
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namespace godot {
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class Object;
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Array::Array() {
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godot::api->godot_array_new(&_godot_array);
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}
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Array::Array(const Array &other) {
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godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
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}
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Array &Array::operator=(const Array &other) {
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godot::api->godot_array_destroy(&_godot_array);
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godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
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return *this;
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}
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Array::Array(const PoolByteArray &a) {
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godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a);
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}
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Array::Array(const PoolIntArray &a) {
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godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a);
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}
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Array::Array(const PoolRealArray &a) {
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godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a);
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}
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Array::Array(const PoolStringArray &a) {
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godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a);
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}
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Array::Array(const PoolVector2Array &a) {
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godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a);
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}
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Array::Array(const PoolVector3Array &a) {
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godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a);
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}
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Array::Array(const PoolColorArray &a) {
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godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a);
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}
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Variant &Array::operator[](const int idx) {
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godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
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// We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array,
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// so can return a reference without constructing a Variant
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return *reinterpret_cast<Variant *>(v);
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}
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const Variant &Array::operator[](const int idx) const {
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// Yes, I'm casting away the const... you can hate me now.
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// since the result is
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godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
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return *reinterpret_cast<const Variant *>(v);
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}
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void Array::append(const Variant &v) {
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godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
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}
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void Array::clear() {
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godot::api->godot_array_clear(&_godot_array);
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}
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int Array::count(const Variant &v) {
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return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
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}
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bool Array::empty() const {
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return godot::api->godot_array_empty(&_godot_array);
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}
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void Array::erase(const Variant &v) {
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godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
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}
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Variant Array::front() const {
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godot_variant v = godot::api->godot_array_front(&_godot_array);
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return Variant(v);
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}
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Variant Array::back() const {
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godot_variant v = godot::api->godot_array_back(&_godot_array);
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return Variant(v);
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}
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int Array::find(const Variant &what, const int from) const {
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return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
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}
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int Array::find_last(const Variant &what) const {
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return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
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}
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bool Array::has(const Variant &what) const {
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return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
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}
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uint32_t Array::hash() const {
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return godot::api->godot_array_hash(&_godot_array);
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}
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void Array::insert(const int pos, const Variant &value) {
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godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
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}
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void Array::invert() {
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godot::api->godot_array_invert(&_godot_array);
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}
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Variant Array::pop_back() {
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godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
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return Variant(v);
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}
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Variant Array::pop_front() {
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godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
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return Variant(v);
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}
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void Array::push_back(const Variant &v) {
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godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v);
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}
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void Array::push_front(const Variant &v) {
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godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
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}
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void Array::remove(const int idx) {
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godot::api->godot_array_remove(&_godot_array, idx);
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}
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int Array::size() const {
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return godot::api->godot_array_size(&_godot_array);
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}
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void Array::resize(const int size) {
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godot::api->godot_array_resize(&_godot_array, size);
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}
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int Array::rfind(const Variant &what, const int from) const {
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return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
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}
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void Array::sort() {
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godot::api->godot_array_sort(&_godot_array);
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}
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void Array::sort_custom(Object *obj, const String &func) {
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godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
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}
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int Array::bsearch(const Variant &value, const bool before) {
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return godot::api->godot_array_bsearch(&_godot_array, (godot_variant *)&value, before);
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}
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int Array::bsearch_custom(const Variant &value, const Object *obj,
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const String &func, const bool before) {
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return godot::api->godot_array_bsearch_custom(&_godot_array, (godot_variant *)&value,
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(godot_object *)obj, (godot_string *)&func, before);
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}
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Array Array::duplicate(const bool deep) const {
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godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep);
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return Array(arr);
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}
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Variant Array::max() const {
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godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array);
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return Variant(v);
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}
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Variant Array::min() const {
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godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array);
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return Variant(v);
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}
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void Array::shuffle() {
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godot::core_1_1_api->godot_array_shuffle(&_godot_array);
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}
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Array::~Array() {
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godot::api->godot_array_destroy(&_godot_array);
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}
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} // namespace godot
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