/*************************************************************************/ /* godot_dictionary.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef GODOT_DICTIONARY_H #define GODOT_DICTIONARY_H #ifdef __cplusplus extern "C" { #endif #include #ifndef GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED #define GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED typedef struct godot_dictionary { uint8_t _dont_touch_that[8]; } godot_dictionary; #endif #include "../godot.h" #include "godot_array.h" #include "godot_variant.h" void GDAPI godot_dictionary_new(godot_dictionary *r_dest); void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src); void GDAPI godot_dictionary_destroy(godot_dictionary *p_self); godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self); godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self); void GDAPI godot_dictionary_clear(godot_dictionary *p_self); godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key); godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys); void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key); godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self); godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self); godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self); godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key); void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value); godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key); godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b); godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self); #ifdef __cplusplus } #endif #endif // GODOT_DICTIONARY_H