/*************************************************************************/ /* 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 #include "String.hpp" namespace godot { namespace helpers { template T append_all(T appendable, ValueT value) { appendable.append(value); return appendable; } template T append_all(T appendable, ValueT value, Args... args) { appendable.append(value); return append_all(appendable, args...); } template T append_all(T appendable) { return appendable; } template KV add_all(KV kv, KeyT key, ValueT value) { kv[key] = value; return kv; } template KV add_all(KV kv, KeyT key, ValueT value, Args... args) { kv[key] = value; return add_all(kv, args...); } template 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 { pandemonium_array _pandemonium_array; friend class Variant; friend class Dictionary; friend class String; inline explicit Array(const pandemonium_array &other) { _pandemonium_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 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