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Diffstat (limited to 'modules/gdnative/godot/godot_array.cpp')
-rw-r--r-- | modules/gdnative/godot/godot_array.cpp | 300 |
1 files changed, 300 insertions, 0 deletions
diff --git a/modules/gdnative/godot/godot_array.cpp b/modules/gdnative/godot/godot_array.cpp new file mode 100644 index 0000000000..6c55c5d048 --- /dev/null +++ b/modules/gdnative/godot/godot_array.cpp @@ -0,0 +1,300 @@ +/*************************************************************************/ +/* godot_array.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 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 "godot_array.h" + +#include "core/array.h" +#include "core/os/memory.h" + +#include "core/color.h" +#include "core/dvector.h" + +#include "core/variant.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _array_api_anchor() { +} + +void GDAPI godot_array_new(godot_array *p_arr) { + Array *a = (Array *)p_arr; + memnew_placement(a, Array); +} + +void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca) { + Array *a = (Array *)p_arr; + PoolVector<Color> *pca = (PoolVector<Color> *)p_pca; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a) { + Array *a = (Array *)p_arr; + PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a) { + Array *a = (Array *)p_arr; + PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa) { + Array *a = (Array *)p_arr; + PoolVector<String> *pca = (PoolVector<String> *)p_psa; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra) { + Array *a = (Array *)p_arr; + PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia) { + Array *a = (Array *)p_arr; + PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba) { + Array *a = (Array *)p_arr; + PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->operator[](p_idx) = *val; +} + +godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx) { + Array *a = (Array *)p_arr; + return (godot_variant *)&a->operator[](p_idx); +} + +void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->append(*val); +} + +void GDAPI godot_array_clear(godot_array *p_arr) { + Array *a = (Array *)p_arr; + a->clear(); +} + +godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + return a->count(*val); +} + +godot_bool GDAPI godot_array_empty(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return a->empty(); +} + +void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->erase(*val); +} + +godot_variant GDAPI godot_array_front(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->front(); + return v; +} + +godot_variant GDAPI godot_array_back(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->back(); + return v; +} + +godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_what; + return a->find(*val, p_from); +} + +godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_what; + return a->find_last(*val); +} + +godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + return a->has(*val); +} + +uint32_t GDAPI godot_array_hash(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return a->hash(); +} + +void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->insert(p_pos, *val); +} + +void GDAPI godot_array_invert(godot_array *p_arr) { + Array *a = (Array *)p_arr; + a->invert(); +} + +godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return false; // @Todo how do I do it? +} + +godot_variant GDAPI godot_array_pop_back(godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->pop_back(); + return v; +} + +godot_variant GDAPI godot_array_pop_front(godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->pop_front(); + return v; +} + +void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->push_back(*val); +} + +void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->push_front(*val); +} + +void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx) { + Array *a = (Array *)p_arr; + a->remove(p_idx); +} + +void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size) { + Array *a = (Array *)p_arr; + a->resize(p_size); +} + +godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_what; + return a->rfind(*val, p_from); +} + +godot_int GDAPI godot_array_size(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return a->size(); +} + +void GDAPI godot_array_sort(godot_array *p_arr) { + Array *a = (Array *)p_arr; + a->sort(); +} + +void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func) { + Array *a = (Array *)p_arr; + String *func = (String *)p_func; + a->sort_custom((Object *)p_obj, *func); +} + +void GDAPI godot_array_destroy(godot_array *p_arr) { + ((Array *)p_arr)->~Array(); +} + +#ifdef __cplusplus +} +#endif |