/*************************************************************************/ /* collections_glue.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 COLLECTIONS_GLUE_H #define COLLECTIONS_GLUE_H #include "core/array.h" #include "../mono_gd/gd_mono_marshal.h" // Array Array *godot_icall_Array_Ctor(); void godot_icall_Array_Dtor(Array *ptr); MonoObject *godot_icall_Array_At(Array *ptr, int index); void godot_icall_Array_SetAt(Array *ptr, int index, MonoObject *value); int godot_icall_Array_Count(Array *ptr); void godot_icall_Array_Add(Array *ptr, MonoObject *item); void godot_icall_Array_Clear(Array *ptr); bool godot_icall_Array_Contains(Array *ptr, MonoObject *item); void godot_icall_Array_CopyTo(Array *ptr, MonoArray *array, int array_index); int godot_icall_Array_IndexOf(Array *ptr, MonoObject *item); void godot_icall_Array_Insert(Array *ptr, int index, MonoObject *item); bool godot_icall_Array_Remove(Array *ptr, MonoObject *item); void godot_icall_Array_RemoveAt(Array *ptr, int index); // Dictionary Dictionary *godot_icall_Dictionary_Ctor(); void godot_icall_Dictionary_Dtor(Dictionary *ptr); MonoObject *godot_icall_Dictionary_GetValue(Dictionary *ptr, MonoObject *key); void godot_icall_Dictionary_SetValue(Dictionary *ptr, MonoObject *key, MonoObject *value); Array *godot_icall_Dictionary_Keys(Dictionary *ptr); Array *godot_icall_Dictionary_Values(Dictionary *ptr); int godot_icall_Dictionary_Count(Dictionary *ptr); void godot_icall_Dictionary_Add(Dictionary *ptr, MonoObject *key, MonoObject *value); void godot_icall_Dictionary_Clear(Dictionary *ptr); bool godot_icall_Dictionary_Contains(Dictionary *ptr, MonoObject *key, MonoObject *value); bool godot_icall_Dictionary_ContainsKey(Dictionary *ptr, MonoObject *key); bool godot_icall_Dictionary_RemoveKey(Dictionary *ptr, MonoObject *key); bool godot_icall_Dictionary_Remove(Dictionary *ptr, MonoObject *key, MonoObject *value); bool godot_icall_Dictionary_TryGetValue(Dictionary *ptr, MonoObject *key, MonoObject **value); // Register internal calls void godot_register_collections_icalls(); #endif // COLLECTIONS_GLUE_H