Array.cpp 7.6 KB

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  1. /*************************************************************************/
  2. /* Array.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "Array.hpp"
  31. #include "GodotGlobal.hpp"
  32. #include "Variant.hpp"
  33. #include <cstdlib>
  34. namespace godot {
  35. class Object;
  36. Array::Array() {
  37. godot::api->godot_array_new(&_godot_array);
  38. }
  39. Array::Array(const Array &other) {
  40. godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
  41. }
  42. Array &Array::operator=(const Array &other) {
  43. godot::api->godot_array_destroy(&_godot_array);
  44. godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
  45. return *this;
  46. }
  47. Array::Array(const PoolByteArray &a) {
  48. godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a);
  49. }
  50. Array::Array(const PoolIntArray &a) {
  51. godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a);
  52. }
  53. Array::Array(const PoolRealArray &a) {
  54. godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a);
  55. }
  56. Array::Array(const PoolStringArray &a) {
  57. godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a);
  58. }
  59. Array::Array(const PoolVector2Array &a) {
  60. godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a);
  61. }
  62. Array::Array(const PoolVector3Array &a) {
  63. godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a);
  64. }
  65. Array::Array(const PoolColorArray &a) {
  66. godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a);
  67. }
  68. Variant &Array::operator[](const int idx) {
  69. godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
  70. // We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array,
  71. // so can return a reference without constructing a Variant
  72. return *reinterpret_cast<Variant *>(v);
  73. }
  74. const Variant &Array::operator[](const int idx) const {
  75. // Yes, I'm casting away the const... you can hate me now.
  76. // since the result is
  77. godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
  78. return *reinterpret_cast<const Variant *>(v);
  79. }
  80. void Array::append(const Variant &v) {
  81. godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
  82. }
  83. void Array::clear() {
  84. godot::api->godot_array_clear(&_godot_array);
  85. }
  86. int Array::count(const Variant &v) {
  87. return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
  88. }
  89. bool Array::empty() const {
  90. return godot::api->godot_array_empty(&_godot_array);
  91. }
  92. void Array::erase(const Variant &v) {
  93. godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
  94. }
  95. Variant Array::front() const {
  96. godot_variant v = godot::api->godot_array_front(&_godot_array);
  97. return Variant(v);
  98. }
  99. Variant Array::back() const {
  100. godot_variant v = godot::api->godot_array_back(&_godot_array);
  101. return Variant(v);
  102. }
  103. int Array::find(const Variant &what, const int from) const {
  104. return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
  105. }
  106. int Array::find_last(const Variant &what) const {
  107. return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
  108. }
  109. bool Array::has(const Variant &what) const {
  110. return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
  111. }
  112. uint32_t Array::hash() const {
  113. return godot::api->godot_array_hash(&_godot_array);
  114. }
  115. void Array::insert(const int pos, const Variant &value) {
  116. godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
  117. }
  118. void Array::invert() {
  119. godot::api->godot_array_invert(&_godot_array);
  120. }
  121. Variant Array::pop_back() {
  122. godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
  123. return Variant(v);
  124. }
  125. Variant Array::pop_front() {
  126. godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
  127. return Variant(v);
  128. }
  129. void Array::push_back(const Variant &v) {
  130. godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v);
  131. }
  132. void Array::push_front(const Variant &v) {
  133. godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
  134. }
  135. void Array::remove(const int idx) {
  136. godot::api->godot_array_remove(&_godot_array, idx);
  137. }
  138. int Array::size() const {
  139. return godot::api->godot_array_size(&_godot_array);
  140. }
  141. void Array::resize(const int size) {
  142. godot::api->godot_array_resize(&_godot_array, size);
  143. }
  144. int Array::rfind(const Variant &what, const int from) const {
  145. return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
  146. }
  147. void Array::sort() {
  148. godot::api->godot_array_sort(&_godot_array);
  149. }
  150. void Array::sort_custom(Object *obj, const String &func) {
  151. godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
  152. }
  153. int Array::bsearch(const Variant &value, const bool before) {
  154. return godot::api->godot_array_bsearch(&_godot_array, (godot_variant *)&value, before);
  155. }
  156. int Array::bsearch_custom(const Variant &value, const Object *obj,
  157. const String &func, const bool before) {
  158. return godot::api->godot_array_bsearch_custom(&_godot_array, (godot_variant *)&value,
  159. (godot_object *)obj, (godot_string *)&func, before);
  160. }
  161. Array Array::duplicate(const bool deep) const {
  162. godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep);
  163. return Array(arr);
  164. }
  165. Variant Array::max() const {
  166. godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array);
  167. return Variant(v);
  168. }
  169. Variant Array::min() const {
  170. godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array);
  171. return Variant(v);
  172. }
  173. void Array::shuffle() {
  174. godot::core_1_1_api->godot_array_shuffle(&_godot_array);
  175. }
  176. Array::~Array() {
  177. godot::api->godot_array_destroy(&_godot_array);
  178. }
  179. } // namespace godot