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
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
|
/*************************************************************************/
/* 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/pool_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_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca);
void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa);
void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra);
void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia);
void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_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_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
|