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