/*************************************************************************/ /* dictionary.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://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 #include "core/variant.h" // core/variant.h before to avoid compile errors with MSVC #include "core/dictionary.h" #include "core/io/json.h" #ifdef __cplusplus extern "C" { #endif void _dictionary_api_anchor() {} void GDAPI godot_dictionary_new(godot_dictionary *r_dest) { Dictionary *dest = (Dictionary *)r_dest; memnew_placement(dest, Dictionary); } void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src) { Dictionary *dest = (Dictionary *)r_dest; const Dictionary *src = (const Dictionary *)p_src; memnew_placement(dest, Dictionary(*src)); } void GDAPI godot_dictionary_destroy(godot_dictionary *p_self) { Dictionary *self = (Dictionary *)p_self; self->~Dictionary(); } godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self) { const Dictionary *self = (const Dictionary *)p_self; return self->size(); } godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self) { const Dictionary *self = (const Dictionary *)p_self; return self->empty(); } void GDAPI godot_dictionary_clear(godot_dictionary *p_self) { Dictionary *self = (Dictionary *)p_self; self->clear(); } godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key) { const Dictionary *self = (const Dictionary *)p_self; const Variant *key = (const Variant *)p_key; return self->has(*key); } godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys) { const Dictionary *self = (const Dictionary *)p_self; const Array *keys = (const Array *)p_keys; return self->has_all(*keys); } void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key) { Dictionary *self = (Dictionary *)p_self; const Variant *key = (const Variant *)p_key; self->erase(*key); } godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self) { const Dictionary *self = (const Dictionary *)p_self; return self->hash(); } godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self) { godot_array dest; const Dictionary *self = (const Dictionary *)p_self; memnew_placement(&dest, Array(self->keys())); return dest; } godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self) { godot_array dest; const Dictionary *self = (const Dictionary *)p_self; memnew_placement(&dest, Array(self->values())); return dest; } godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key) { godot_variant raw_dest; Variant *dest = (Variant *)&raw_dest; const Dictionary *self = (const Dictionary *)p_self; const Variant *key = (const Variant *)p_key; memnew_placement(dest, Variant(self->operator[](*key))); return raw_dest; } void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value) { Dictionary *self = (Dictionary *)p_self; const Variant *key = (const Variant *)p_key; const Variant *value = (const Variant *)p_value; self->operator[](*key) = *value; } godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key) { Dictionary *self = (Dictionary *)p_self; const Variant *key = (const Variant *)p_key; return (godot_variant *)&self->operator[](*key); } godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key) { Dictionary *self = (Dictionary *)p_self; const Variant *key = (const Variant *)p_key; return (godot_variant *)self->next(key); } godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b) { const Dictionary *self = (const Dictionary *)p_self; const Dictionary *b = (const Dictionary *)p_b; return *self == *b; } godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self) { godot_string raw_dest; String *dest = (String *)&raw_dest; const Dictionary *self = (const Dictionary *)p_self; memnew_placement(dest, String(JSON::print(Variant(*self)))); return raw_dest; } #ifdef __cplusplus } #endif