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/*************************************************************************/
/* dictionary.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://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 "gdnative/dictionary.h"
#include "core/variant.h"
// core/variant.h before to avoid compile errors with MSVC
#include "core/dictionary.h"
#include "core/io/json.h"
#ifdef __cplusplus
extern "C" {
#endif
void _dictionary_api_anchor() {}
void GDAPI godot_dictionary_new(godot_dictionary *r_dest) {
Dictionary *dest = (Dictionary *)r_dest;
memnew_placement(dest, Dictionary);
}
void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src) {
Dictionary *dest = (Dictionary *)r_dest;
const Dictionary *src = (const Dictionary *)p_src;
memnew_placement(dest, Dictionary(*src));
}
void GDAPI godot_dictionary_destroy(godot_dictionary *p_self) {
Dictionary *self = (Dictionary *)p_self;
self->~Dictionary();
}
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self) {
const Dictionary *self = (const Dictionary *)p_self;
return self->size();
}
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self) {
const Dictionary *self = (const Dictionary *)p_self;
return self->empty();
}
void GDAPI godot_dictionary_clear(godot_dictionary *p_self) {
Dictionary *self = (Dictionary *)p_self;
self->clear();
}
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key) {
const Dictionary *self = (const Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return self->has(*key);
}
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys) {
const Dictionary *self = (const Dictionary *)p_self;
const Array *keys = (const Array *)p_keys;
return self->has_all(*keys);
}
void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
self->erase(*key);
}
godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self) {
const Dictionary *self = (const Dictionary *)p_self;
return self->hash();
}
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self) {
godot_array dest;
const Dictionary *self = (const Dictionary *)p_self;
memnew_placement(&dest, Array(self->keys()));
return dest;
}
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self) {
godot_array dest;
const Dictionary *self = (const Dictionary *)p_self;
memnew_placement(&dest, Array(self->values()));
return dest;
}
godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key) {
godot_variant raw_dest;
Variant *dest = (Variant *)&raw_dest;
const Dictionary *self = (const Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
memnew_placement(dest, Variant(self->operator[](*key)));
return raw_dest;
}
void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
const Variant *value = (const Variant *)p_value;
self->operator[](*key) = *value;
}
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return (godot_variant *)&self->operator[](*key);
}
godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return (godot_variant *)self->next(key);
}
godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b) {
const Dictionary *self = (const Dictionary *)p_self;
const Dictionary *b = (const Dictionary *)p_b;
return *self == *b;
}
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self) {
godot_string raw_dest;
String *dest = (String *)&raw_dest;
const Dictionary *self = (const Dictionary *)p_self;
memnew_placement(dest, String(JSON::print(Variant(*self))));
return raw_dest;
}
#ifdef __cplusplus
}
#endif
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