/*************************************************************************/ /* 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 *pca = (PoolVector *)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 *pca = (PoolVector *)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 *pca = (PoolVector *)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 *pca = (PoolVector *)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 *pca = (PoolVector *)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 *pca = (PoolVector *)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 *pca = (PoolVector *)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