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/**************************************************************************/
/*  dictionary.h                                                          */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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 DICTIONARY_H
#define DICTIONARY_H

#include "core/string/ustring.h"
#include "core/templates/list.h"
#include "core/variant/array.h"

class Variant;

struct DictionaryPrivate;

class Dictionary {
	mutable DictionaryPrivate *_p;

	void _ref(const Dictionary &p_from) const;
	void _unref() const;

public:
	void get_key_list(List<Variant> *p_keys) const;
	Variant get_key_at_index(int p_index) const;
	Variant get_value_at_index(int p_index) const;

	Variant &operator[](const Variant &p_key);
	const Variant &operator[](const Variant &p_key) const;

	const Variant *getptr(const Variant &p_key) const;
	Variant *getptr(const Variant &p_key);

	Variant get_valid(const Variant &p_key) const;
	Variant get(const Variant &p_key, const Variant &p_default) const;

	int size() const;
	bool is_empty() const;
	void clear();
	void merge(const Dictionary &p_dictionary, bool p_overwrite = false);

	bool has(const Variant &p_key) const;
	bool has_all(const Array &p_keys) const;
	Variant find_key(const Variant &p_value) const;

	bool erase(const Variant &p_key);

	bool operator==(const Dictionary &p_dictionary) const;
	bool operator!=(const Dictionary &p_dictionary) const;
	bool recursive_equal(const Dictionary &p_dictionary, int recursion_count) const;

	uint32_t hash() const;
	uint32_t recursive_hash(int recursion_count) const;
	void operator=(const Dictionary &p_dictionary);

	const Variant *next(const Variant *p_key = nullptr) const;

	Array keys() const;
	Array values() const;

	Dictionary duplicate(bool p_deep = false) const;
	Dictionary recursive_duplicate(bool p_deep, int recursion_count) const;

	void make_read_only();
	bool is_read_only() const;

	const void *id() const;

	Dictionary(const Dictionary &p_from);
	Dictionary();
	~Dictionary();
};

#endif // DICTIONARY_H