/*************************************************************************/ /* godot_dictionary.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_dictionary.h" #include "core/dictionary.h" #include "core/os/memory.h" #include "core/io/json.h" #ifdef __cplusplus extern "C" { #endif void _dictionary_api_anchor() { } void GDAPI godot_dictionary_new(godot_dictionary *p_dict) { Dictionary *dict = (Dictionary *)p_dict; memnew_placement(dict, Dictionary); } void GDAPI godot_dictionary_clear(godot_dictionary *p_dict) { Dictionary *dict = (Dictionary *)p_dict; dict->clear(); } godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict) { const Dictionary *dict = (const Dictionary *)p_dict; return dict->empty(); } void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key) { Dictionary *dict = (Dictionary *)p_dict; Variant *key = (Variant *)p_key; dict->erase(*key); } godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key) { const Dictionary *dict = (const Dictionary *)p_dict; const Variant *key = (const Variant *)p_key; return dict->has(*key); } godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys) { const Dictionary *dict = (const Dictionary *)p_dict; const Array *keys = (const Array *)p_keys; return dict->has_all(*keys); } uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict) { const Dictionary *dict = (const Dictionary *)p_dict; return dict->hash(); } godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict) { godot_array a; godot_array_new(&a); const Dictionary *dict = (const Dictionary *)p_dict; Array *array = (Array *)&a; *array = dict->keys(); return a; } godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json) { Dictionary *dict = (Dictionary *)p_dict; const String *json = (const String *)p_json; Variant ret; int err_line; String err_str; int err = (int)JSON::parse(*json, ret, err_str, err_line); *dict = ret; return err; } godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key) { Dictionary *dict = (Dictionary *)p_dict; Variant *key = (Variant *)p_key; return (godot_variant *)&dict->operator[](*key); } godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict) { const Dictionary *dict = (const Dictionary *)p_dict; return dict->size(); } godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict) { const Dictionary *dict = (const Dictionary *)p_dict; godot_string str; godot_string_new(&str); String *s = (String *)&str; *s = JSON::print(Variant(*dict)); return str; } godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict) { godot_array a; godot_array_new(&a); const Dictionary *dict = (const Dictionary *)p_dict; Array *array = (Array *)&a; *array = dict->values(); return a; } void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict) { ((Dictionary *)p_dict)->~Dictionary(); } #ifdef __cplusplus } #endif