godot-cpp/include/core/PoolArrays.hpp

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#ifndef POOLARRAYS_H
#define POOLARRAYS_H
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#include "Defs.hpp"
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#include "String.hpp"
#include "Color.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
#include "GodotGlobal.hpp"
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#include <gdnative/pool_arrays.h>
namespace godot {
class Array;
class PoolByteArray {
godot_pool_byte_array _godot_array;
public:
class Read {
friend class PoolByteArray;
godot_pool_byte_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_byte_array_read_access_destroy(_read_access);
}
inline const uint8_t *ptr() const {
return godot::api->godot_pool_byte_array_read_access_ptr(_read_access);
}
inline const uint8_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_byte_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolByteArray;
godot_pool_byte_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_byte_array_write_access_destroy(_write_access);
}
inline uint8_t *ptr() const {
return godot::api->godot_pool_byte_array_write_access_ptr(_write_access);
}
inline uint8_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_byte_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolByteArray();
PoolByteArray(const PoolByteArray &p_other);
PoolByteArray &operator=(const PoolByteArray & p_other);
PoolByteArray(const Array& array);
Read read() const;
Write write();
void append(const uint8_t data);
void append_array(const PoolByteArray& array);
int insert(const int idx, const uint8_t data);
void invert();
void push_back(const uint8_t data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const uint8_t data);
uint8_t operator [](const int idx);
int size();
~PoolByteArray();
};
class PoolIntArray {
godot_pool_int_array _godot_array;
public:
class Read {
friend class PoolIntArray;
godot_pool_int_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_int_array_read_access_destroy(_read_access);
}
inline const int *ptr() const {
return godot::api->godot_pool_int_array_read_access_ptr(_read_access);
}
inline const int &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_int_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolIntArray;
godot_pool_int_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_int_array_write_access_destroy(_write_access);
}
inline int *ptr() const {
return godot::api->godot_pool_int_array_write_access_ptr(_write_access);
}
inline int &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_int_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolIntArray();
PoolIntArray(const PoolIntArray &p_other);
PoolIntArray &operator=(const PoolIntArray &p_other);
PoolIntArray(const Array& array);
Read read() const;
Write write();
void append(const int data);
void append_array(const PoolIntArray& array);
int insert(const int idx, const int data);
void invert();
void push_back(const int data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const int data);
int operator [](const int idx);
int size();
~PoolIntArray();
};
class PoolRealArray {
godot_pool_real_array _godot_array;
public:
class Read {
friend class PoolRealArray;
godot_pool_real_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_real_array_read_access_destroy(_read_access);
}
inline const real_t *ptr() const {
return godot::api->godot_pool_real_array_read_access_ptr(_read_access);
}
inline const real_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_real_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolRealArray;
godot_pool_real_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_real_array_write_access_destroy(_write_access);
}
inline real_t *ptr() const {
return godot::api->godot_pool_real_array_write_access_ptr(_write_access);
}
inline real_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_real_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolRealArray();
PoolRealArray(const PoolRealArray &p_other);
PoolRealArray &operator=(const PoolRealArray &p_other);
PoolRealArray(const Array& array);
Read read() const;
Write write();
void append(const real_t data);
void append_array(const PoolRealArray& array);
int insert(const int idx, const real_t data);
void invert();
void push_back(const real_t data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const real_t data);
real_t operator [](const int idx);
int size();
~PoolRealArray();
};
class PoolStringArray {
godot_pool_string_array _godot_array;
public:
class Read {
friend class PoolStringArray;
godot_pool_string_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_string_array_read_access_destroy(_read_access);
}
inline const String *ptr() const {
return (const String *) godot::api->godot_pool_string_array_read_access_ptr(_read_access);
}
inline const String &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_string_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolStringArray;
godot_pool_string_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_string_array_write_access_destroy(_write_access);
}
inline String *ptr() const {
return (String *) godot::api->godot_pool_string_array_write_access_ptr(_write_access);
}
inline String &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_string_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolStringArray();
PoolStringArray(const PoolStringArray &p_other);
PoolStringArray &operator=(const PoolStringArray &p_other);
PoolStringArray(const Array& array);
Read read() const;
Write write();
void append(const String& data);
void append_array(const PoolStringArray& array);
int insert(const int idx, const String& data);
void invert();
void push_back(const String& data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const String& data);
String operator [](const int idx);
int size();
~PoolStringArray();
};
class PoolVector2Array {
godot_pool_vector2_array _godot_array;
public:
class Read {
friend class PoolVector2Array;
godot_pool_vector2_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_vector2_array_read_access_destroy(_read_access);
}
inline const Vector2 *ptr() const {
return (const Vector2 *) godot::api->godot_pool_vector2_array_read_access_ptr(_read_access);
}
inline const Vector2 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_vector2_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolVector2Array;
godot_pool_vector2_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_vector2_array_write_access_destroy(_write_access);
}
inline Vector2 *ptr() const {
return (Vector2 *) godot::api->godot_pool_vector2_array_write_access_ptr(_write_access);
}
inline Vector2 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_vector2_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolVector2Array();
PoolVector2Array(const PoolVector2Array &p_other);
PoolVector2Array &operator=(const PoolVector2Array &p_other);
PoolVector2Array(const Array& array);
Read read() const;
Write write();
void append(const Vector2& data);
void append_array(const PoolVector2Array& array);
int insert(const int idx, const Vector2& data);
void invert();
void push_back(const Vector2& data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Vector2& data);
Vector2 operator [](const int idx);
int size();
~PoolVector2Array();
};
class PoolVector3Array {
godot_pool_vector3_array _godot_array;
public:
class Read {
friend class PoolVector3Array;
godot_pool_vector3_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_vector3_array_read_access_destroy(_read_access);
}
inline const Vector3 *ptr() const {
return (const Vector3 *) godot::api->godot_pool_vector3_array_read_access_ptr(_read_access);
}
inline const Vector3 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_vector3_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolVector3Array;
godot_pool_vector3_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_vector3_array_write_access_destroy(_write_access);
}
inline Vector3 *ptr() const {
return (Vector3 *) godot::api->godot_pool_vector3_array_write_access_ptr(_write_access);
}
inline Vector3 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_vector3_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolVector3Array();
PoolVector3Array(const PoolVector3Array &p_other);
PoolVector3Array &operator=(const PoolVector3Array &p_other);
PoolVector3Array(const Array& array);
Read read() const;
Write write();
void append(const Vector3& data);
void append_array(const PoolVector3Array& array);
int insert(const int idx, const Vector3& data);
void invert();
void push_back(const Vector3& data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Vector3& data);
Vector3 operator [](const int idx);
int size();
~PoolVector3Array();
};
class PoolColorArray {
godot_pool_color_array _godot_array;
public:
class Read {
friend class PoolColorArray;
godot_pool_color_array_read_access *_read_access;
public:
inline ~Read() {
godot::api->godot_pool_color_array_read_access_destroy(_read_access);
}
inline const Color *ptr() const {
return (const Color *) godot::api->godot_pool_color_array_read_access_ptr(_read_access);
}
inline const Color &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read& p_other) {
godot::api->godot_pool_color_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolColorArray;
godot_pool_color_array_write_access *_write_access;
public:
inline ~Write() {
godot::api->godot_pool_color_array_write_access_destroy(_write_access);
}
inline Color *ptr() const {
return (Color *) godot::api->godot_pool_color_array_write_access_ptr(_write_access);
}
inline Color &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write& p_other) {
godot::api->godot_pool_color_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolColorArray();
PoolColorArray(const PoolColorArray &p_other);
PoolColorArray &operator=(const PoolColorArray &p_other);
PoolColorArray(const Array& array);
Read read() const;
Write write();
void append(const Color& data);
void append_array(const PoolColorArray& array);
int insert(const int idx, const Color& data);
void invert();
void push_back(const Color& data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Color& data);
Color operator [](const int idx);
int size();
~PoolColorArray();
};
}
#endif // POOLARRAYS_H