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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366
|
/*************************************************************************/
/* array.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "gdnative/array.h"
#include "core/array.h"
#include "core/os/memory.h"
#include "core/color.h"
#include "core/pool_vector.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_array) == sizeof(Array), "Array size mismatch");
void GDAPI godot_array_new(godot_array *r_dest) {
Array *dest = (Array *)r_dest;
memnew_placement(dest, Array);
}
void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src) {
Array *dest = (Array *)r_dest;
const Array *src = (const Array *)p_src;
memnew_placement(dest, Array(*src));
}
void GDAPI godot_array_new_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca) {
Array *dest = (Array *)r_dest;
PoolVector<Color> *pca = (PoolVector<Color> *)p_pca;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a) {
Array *dest = (Array *)r_dest;
PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a) {
Array *dest = (Array *)r_dest;
PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa) {
Array *dest = (Array *)r_dest;
PoolVector<String> *pca = (PoolVector<String> *)p_psa;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra) {
Array *dest = (Array *)r_dest;
PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia) {
Array *dest = (Array *)r_dest;
PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_byte_array *p_pba) {
Array *dest = (Array *)r_dest;
PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value) {
Array *self = (Array *)p_self;
Variant *val = (Variant *)p_value;
self->operator[](p_idx) = *val;
}
godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx) {
godot_variant raw_dest;
Variant *dest = (Variant *)&raw_dest;
const Array *self = (const Array *)p_self;
memnew_placement(dest, Variant(self->operator[](p_idx)));
return raw_dest;
}
godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx) {
Array *self = (Array *)p_self;
return (godot_variant *)&self->operator[](p_idx);
}
const godot_variant GDAPI *godot_array_operator_index_const(const godot_array *p_self, const godot_int p_idx) {
const Array *self = (const Array *)p_self;
return (const godot_variant *)&self->operator[](p_idx);
}
void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
Variant *val = (Variant *)p_value;
self->append(*val);
}
void GDAPI godot_array_clear(godot_array *p_self) {
Array *self = (Array *)p_self;
self->clear();
}
godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_value;
return self->count(*val);
}
godot_bool GDAPI godot_array_empty(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
return self->empty();
}
void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->erase(*val);
}
godot_variant GDAPI godot_array_front(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->front();
return v;
}
godot_variant GDAPI godot_array_back(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->back();
return v;
}
godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_what;
return self->find(*val, p_from);
}
godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_what;
return self->find_last(*val);
}
godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_value;
return self->has(*val);
}
godot_int GDAPI godot_array_hash(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
return self->hash();
}
void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->insert(p_pos, *val);
}
void GDAPI godot_array_invert(godot_array *p_self) {
Array *self = (Array *)p_self;
self->invert();
}
godot_variant GDAPI godot_array_pop_back(godot_array *p_self) {
Array *self = (Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->pop_back();
return v;
}
godot_variant GDAPI godot_array_pop_front(godot_array *p_self) {
Array *self = (Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->pop_front();
return v;
}
void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->push_back(*val);
}
void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->push_front(*val);
}
void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx) {
Array *self = (Array *)p_self;
self->remove(p_idx);
}
void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size) {
Array *self = (Array *)p_self;
self->resize(p_size);
}
godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_what;
return self->rfind(*val, p_from);
}
godot_int GDAPI godot_array_size(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
return self->size();
}
void GDAPI godot_array_sort(godot_array *p_self) {
Array *self = (Array *)p_self;
self->sort();
}
void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func) {
Array *self = (Array *)p_self;
const String *func = (const String *)p_func;
self->sort_custom((Object *)p_obj, *func);
}
godot_int GDAPI godot_array_bsearch(godot_array *p_self, const godot_variant *p_value, const godot_bool p_before) {
Array *self = (Array *)p_self;
return self->bsearch(*(const Variant *)p_value, 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) {
Array *self = (Array *)p_self;
const String *func = (const String *)p_func;
return self->bsearch_custom(*(const Variant *)p_value, (Object *)p_obj, *func, p_before);
}
void GDAPI godot_array_destroy(godot_array *p_self) {
((Array *)p_self)->~Array();
}
godot_array GDAPI godot_array_duplicate(const godot_array *p_self, const godot_bool p_deep) {
const Array *self = (const Array *)p_self;
godot_array res;
Array *val = (Array *)&res;
memnew_placement(val, Array);
*val = self->duplicate(p_deep);
return res;
}
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) {
const Array *self = (const Array *)p_self;
godot_array res;
Array *val = (Array *)&res;
memnew_placement(val, Array);
*val = self->slice(p_begin, p_end, p_step, p_deep);
return res;
}
godot_variant GDAPI godot_array_max(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->max();
return v;
}
godot_variant GDAPI godot_array_min(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->min();
return v;
}
void GDAPI godot_array_shuffle(godot_array *p_self) {
Array *self = (Array *)p_self;
self->shuffle();
}
#ifdef __cplusplus
}
#endif
|