godot-cpp/include/godot_cpp/core/Dictionary.h

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#ifndef DICTIONARY_H
#define DICTIONARY_H
#include "Variant.h"
#include "Array.h"
#include <godot/godot_dictionary.h>
namespace godot {
class Dictionary {
godot_dictionary _godot_dictionary;
public:
Dictionary()
{
godot_dictionary_new(&_godot_dictionary);
}
void clear()
{
godot_dictionary_clear(&_godot_dictionary);
}
bool empty() const
{
return godot_dictionary_empty(&_godot_dictionary);
}
void erase(const Variant& key)
{
godot_dictionary_erase(&_godot_dictionary, (godot_variant *) &key);
}
bool has(const Variant& key) const
{
return godot_dictionary_has(&_godot_dictionary, (godot_variant *) &key);
}
bool has_all(const Array& keys) const
{
return godot_dictionary_has_all(&_godot_dictionary, (godot_array *) &keys);
}
uint32_t hash() const
{
return godot_dictionary_hash(&_godot_dictionary);
}
Array keys() const
{
godot_array a = godot_dictionary_keys(&_godot_dictionary);
return *(Array *) &a;
}
int parse_json(const String& json)
{
return godot_dictionary_parse_json(&_godot_dictionary, (godot_string *) &json);
}
Variant &operator [](const Variant& key)
{
return *(Variant *) godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *) &key);
}
const Variant &operator [](const Variant& key) const
{
// oops I did it again
return *(Variant *) godot_dictionary_operator_index((godot_dictionary *) &_godot_dictionary, (godot_variant *) &key);
}
int size() const
{
return godot_dictionary_size(&_godot_dictionary);
}
String to_json() const
{
godot_string s = godot_dictionary_to_json(&_godot_dictionary);
return *(String *) &s;
}
Array values() const
{
godot_array a = godot_dictionary_values(&_godot_dictionary);
return *(Array *) &a;
}
~Dictionary()
{
godot_dictionary_destroy(&_godot_dictionary);
}
};
}
#endif // DICTIONARY_H