/*************************************************************************/ /* Dictionary.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "Dictionary.hpp" #include "Array.hpp" #include "GodotGlobal.hpp" #include "Variant.hpp" namespace godot { Dictionary::Dictionary() { godot::api->godot_dictionary_new(&_godot_dictionary); } Dictionary::Dictionary(const Dictionary &other) { godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary); } Dictionary &Dictionary::operator=(const Dictionary &other) { godot::api->godot_dictionary_destroy(&_godot_dictionary); godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary); return *this; } void Dictionary::clear() { godot::api->godot_dictionary_clear(&_godot_dictionary); } bool Dictionary::empty() const { return godot::api->godot_dictionary_empty(&_godot_dictionary); } void Dictionary::erase(const Variant &key) { godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key); } bool Dictionary::has(const Variant &key) const { return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key); } bool Dictionary::has_all(const Array &keys) const { return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys); } uint32_t Dictionary::hash() const { return godot::api->godot_dictionary_hash(&_godot_dictionary); } Array Dictionary::keys() const { godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary); return Array(a); } Variant &Dictionary::operator[](const Variant &key) { godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key); return *reinterpret_cast(v); } const Variant &Dictionary::operator[](const Variant &key) const { // oops I did it again godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key); return *reinterpret_cast(v); } int Dictionary::size() const { return godot::api->godot_dictionary_size(&_godot_dictionary); } String Dictionary::to_json() const { godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary); return String(s); } Array Dictionary::values() const { godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary); return Array(a); } Dictionary::~Dictionary() { godot::api->godot_dictionary_destroy(&_godot_dictionary); } } // namespace godot