1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
|
/*************************************************************************/
/* godot_array.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_ARRAY_H
#define GODOT_ARRAY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
typedef struct godot_array {
uint8_t _dont_touch_that[8];
} godot_array;
#endif
#include "../godot.h"
#include "godot_pool_arrays.h"
#include "godot_variant.h"
void GDAPI godot_array_new(godot_array *p_arr);
void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca);
void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa);
void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra);
void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia);
void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba);
void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value);
godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx);
void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value);
void GDAPI godot_array_clear(godot_array *p_arr);
godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value);
godot_bool GDAPI godot_array_empty(const godot_array *p_arr);
void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value);
godot_variant GDAPI godot_array_front(const godot_array *p_arr);
godot_variant GDAPI godot_array_back(const godot_array *p_arr);
godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what);
godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value);
uint32_t GDAPI godot_array_hash(const godot_array *p_arr);
void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value);
void GDAPI godot_array_invert(godot_array *p_arr);
godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr);
godot_variant GDAPI godot_array_pop_back(godot_array *p_arr);
godot_variant GDAPI godot_array_pop_front(godot_array *p_arr);
void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value);
void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value);
void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx);
void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size);
godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_size(const godot_array *p_arr);
void GDAPI godot_array_sort(godot_array *p_arr);
void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func);
void GDAPI godot_array_destroy(godot_array *p_arr);
#ifdef __cplusplus
}
#endif
#endif // GODOT_ARRAY_H
|