123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191 |
- /*************************************************************************/
- /* 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
|