/*************************************************************************/
/*  dictionary.h                                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef DICTIONARY_H
#define DICTIONARY_H

#include "core/array.h"
#include "core/list.h"
#include "core/ustring.h"

class Variant;

struct DictionaryPrivate;

class Dictionary {
	mutable DictionaryPrivate *_p;

	void _ref(const Dictionary &p_from) const;
	void _unref() const;

public:
	void get_key_list(List<Variant> *p_keys) const;
	Variant get_key_at_index(int p_index) const;
	Variant get_value_at_index(int p_index) const;

	Variant &operator[](const Variant &p_key);
	const Variant &operator[](const Variant &p_key) const;

	const Variant *getptr(const Variant &p_key) const;
	Variant *getptr(const Variant &p_key);

	Variant get_valid(const Variant &p_key) const;
	Variant get(const Variant &p_key, const Variant &p_default) const;

	int size() const;
	bool empty() const;
	void clear();

	bool has(const Variant &p_key) const;
	bool has_all(const Array &p_keys) const;

	bool erase(const Variant &p_key);

	bool operator==(const Dictionary &p_dictionary) const;
	bool operator!=(const Dictionary &p_dictionary) const;

	uint32_t hash() const;
	void operator=(const Dictionary &p_dictionary);

	const Variant *next(const Variant *p_key = nullptr) const;

	Array keys() const;
	Array values() const;

	Dictionary duplicate(bool p_deep = false) const;

	const void *id() const;

	Dictionary(const Dictionary &p_from);
	Dictionary();
	~Dictionary();
};

#endif // DICTIONARY_H