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/*************************************************************************/
/*  array.h                                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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>

#define GODOT_ARRAY_SIZE sizeof(void *)

#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
typedef struct {
	uint8_t _dont_touch_that[GODOT_ARRAY_SIZE];
} godot_array;
#endif

// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif

#include <gdnative/packed_arrays.h>
#include <gdnative/variant.h>

#include <gdnative/gdnative.h>

#ifdef __cplusplus
extern "C" {
#endif

void GDAPI godot_array_new(godot_array *r_dest);
void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src);
void GDAPI godot_array_new_packed_color_array(godot_array *r_dest, const godot_packed_color_array *p_pca);
void GDAPI godot_array_new_packed_vector3_array(godot_array *r_dest, const godot_packed_vector3_array *p_pv3a);
void GDAPI godot_array_new_packed_vector2_array(godot_array *r_dest, const godot_packed_vector2_array *p_pv2a);
void GDAPI godot_array_new_packed_vector2i_array(godot_array *r_dest, const godot_packed_vector2i_array *p_pv2a);
void GDAPI godot_array_new_packed_string_array(godot_array *r_dest, const godot_packed_string_array *p_psa);
void GDAPI godot_array_new_packed_float32_array(godot_array *r_dest, const godot_packed_float32_array *p_pra);
void GDAPI godot_array_new_packed_float64_array(godot_array *r_dest, const godot_packed_float64_array *p_pra);
void GDAPI godot_array_new_packed_int32_array(godot_array *r_dest, const godot_packed_int32_array *p_pia);
void GDAPI godot_array_new_packed_int64_array(godot_array *r_dest, const godot_packed_int64_array *p_pia);
void GDAPI godot_array_new_packed_byte_array(godot_array *r_dest, const godot_packed_byte_array *p_pba);

void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value);

godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx);

godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx);

const godot_variant GDAPI *godot_array_operator_index_const(const godot_array *p_self, const godot_int p_idx);

void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value);

void GDAPI godot_array_clear(godot_array *p_self);

godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value);

godot_bool GDAPI godot_array_is_empty(const godot_array *p_self);

void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value);

godot_variant GDAPI godot_array_front(const godot_array *p_self);

godot_variant GDAPI godot_array_back(const godot_array *p_self);

godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);

godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what);

godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value);

godot_int GDAPI godot_array_hash(const godot_array *p_self);

void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value);

void GDAPI godot_array_invert(godot_array *p_self);

godot_variant GDAPI godot_array_pop_back(godot_array *p_self);

godot_variant GDAPI godot_array_pop_front(godot_array *p_self);

void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value);

void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value);

void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx);

void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size);

godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);

godot_int GDAPI godot_array_size(const godot_array *p_self);

void GDAPI godot_array_sort(godot_array *p_self);

void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func);

godot_int GDAPI godot_array_bsearch(godot_array *p_self, const godot_variant *p_value, const godot_bool p_before);

godot_int GDAPI godot_array_bsearch_custom(godot_array *p_self, const godot_variant *p_value, godot_object *p_obj, const godot_string *p_func, const godot_bool p_before);

void GDAPI godot_array_destroy(godot_array *p_self);

godot_array GDAPI godot_array_duplicate(const godot_array *p_self, const godot_bool p_deep);

godot_array GDAPI godot_array_slice(const godot_array *p_self, const godot_int p_begin, const godot_int p_end, const godot_int p_step, const godot_bool p_deep);

godot_variant GDAPI godot_array_max(const godot_array *p_self);

godot_variant GDAPI godot_array_min(const godot_array *p_self);

void GDAPI godot_array_shuffle(godot_array *p_self);

#ifdef __cplusplus
}
#endif

#endif // GODOT_ARRAY_H