gdnative_cpp/include/core/Array.hpp

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/*************************************************************************/
/* Array.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 ARRAY_H
#define ARRAY_H
#include <gdnative/array.h>
#include "String.hpp"
namespace godot {
namespace helpers {
template <typename T, typename ValueT>
T append_all(T appendable, ValueT value) {
appendable.append(value);
return appendable;
}
template <typename T, typename ValueT, typename... Args>
T append_all(T appendable, ValueT value, Args... args) {
appendable.append(value);
return append_all(appendable, args...);
}
template <typename T>
T append_all(T appendable) {
return appendable;
}
template <typename KV, typename KeyT, typename ValueT>
KV add_all(KV kv, KeyT key, ValueT value) {
kv[key] = value;
return kv;
}
template <typename KV, typename KeyT, typename ValueT, typename... Args>
KV add_all(KV kv, KeyT key, ValueT value, Args... args) {
kv[key] = value;
return add_all(kv, args...);
}
template <typename KV>
KV add_all(KV kv) {
return kv;
}
} // namespace helpers
class Variant;
class PoolByteArray;
class PoolIntArray;
class PoolRealArray;
class PoolStringArray;
class PoolVector2Array;
class PoolVector3Array;
class PoolColorArray;
class Object;
class Array {
godot_array _godot_array;
friend class Variant;
friend class Dictionary;
friend class String;
inline explicit Array(const godot_array &other) {
_godot_array = other;
}
public:
Array();
Array(const Array &other);
Array &operator=(const Array &other);
Array(const PoolByteArray &a);
Array(const PoolIntArray &a);
Array(const PoolRealArray &a);
Array(const PoolStringArray &a);
Array(const PoolVector2Array &a);
Array(const PoolVector3Array &a);
Array(const PoolColorArray &a);
template <class... Args>
static Array make(Args... args) {
return helpers::append_all(Array(), args...);
}
Variant &operator[](const int idx);
const Variant &operator[](const int idx) const;
void append(const Variant &v);
void clear();
int count(const Variant &v);
bool empty() const;
void erase(const Variant &v);
Variant front() const;
Variant back() const;
int find(const Variant &what, const int from = 0) const;
int find_last(const Variant &what) const;
bool has(const Variant &what) const;
uint32_t hash() const;
void insert(const int pos, const Variant &value);
void invert();
bool is_shared() const;
Variant pop_back();
Variant pop_front();
void push_back(const Variant &v);
void push_front(const Variant &v);
void remove(const int idx);
int size() const;
void resize(const int size);
int rfind(const Variant &what, const int from = -1) const;
void sort();
void sort_custom(Object *obj, const String &func);
int bsearch(const Variant &value, const bool before = true);
int bsearch_custom(const Variant &value, const Object *obj,
const String &func, const bool before = true);
Array duplicate(const bool deep = false) const;
Variant max() const;
Variant min() const;
void shuffle();
~Array();
};
} // namespace godot
#endif // ARRAY_H