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/*************************************************************************/
/*  collections_glue.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 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 COLLECTIONS_GLUE_H
#define COLLECTIONS_GLUE_H

#include "core/array.h"

#include "../mono_gd/gd_mono_marshal.h"

// Array

Array *godot_icall_Array_Ctor();

void godot_icall_Array_Dtor(Array *ptr);

MonoObject *godot_icall_Array_At(Array *ptr, int index);

void godot_icall_Array_SetAt(Array *ptr, int index, MonoObject *value);

int godot_icall_Array_Count(Array *ptr);

void godot_icall_Array_Add(Array *ptr, MonoObject *item);

void godot_icall_Array_Clear(Array *ptr);

bool godot_icall_Array_Contains(Array *ptr, MonoObject *item);

void godot_icall_Array_CopyTo(Array *ptr, MonoArray *array, int array_index);

int godot_icall_Array_IndexOf(Array *ptr, MonoObject *item);

void godot_icall_Array_Insert(Array *ptr, int index, MonoObject *item);

bool godot_icall_Array_Remove(Array *ptr, MonoObject *item);

void godot_icall_Array_RemoveAt(Array *ptr, int index);

// Dictionary

Dictionary *godot_icall_Dictionary_Ctor();

void godot_icall_Dictionary_Dtor(Dictionary *ptr);

MonoObject *godot_icall_Dictionary_GetValue(Dictionary *ptr, MonoObject *key);

void godot_icall_Dictionary_SetValue(Dictionary *ptr, MonoObject *key, MonoObject *value);

Array *godot_icall_Dictionary_Keys(Dictionary *ptr);

Array *godot_icall_Dictionary_Values(Dictionary *ptr);

int godot_icall_Dictionary_Count(Dictionary *ptr);

void godot_icall_Dictionary_Add(Dictionary *ptr, MonoObject *key, MonoObject *value);

void godot_icall_Dictionary_Clear(Dictionary *ptr);

bool godot_icall_Dictionary_Contains(Dictionary *ptr, MonoObject *key, MonoObject *value);

bool godot_icall_Dictionary_ContainsKey(Dictionary *ptr, MonoObject *key);

bool godot_icall_Dictionary_RemoveKey(Dictionary *ptr, MonoObject *key);

bool godot_icall_Dictionary_Remove(Dictionary *ptr, MonoObject *key, MonoObject *value);

bool godot_icall_Dictionary_TryGetValue(Dictionary *ptr, MonoObject *key, MonoObject **value);

// Register internal calls

void godot_register_collections_icalls();

#endif // COLLECTIONS_GLUE_H