godot-cpp/src/core/PoolArrays.cpp

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#include "PoolArrays.hpp"
#include "Defs.hpp"
#include "String.hpp"
#include "Color.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
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#include "GodotGlobal.hpp"
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#include <gdnative/pool_arrays.h>
namespace godot {
PoolByteArray::PoolByteArray()
{
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godot::api->godot_pool_byte_array_new(&_godot_array);
}
PoolByteArray::PoolByteArray(const PoolByteArray &p_other)
{
godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolByteArray &PoolByteArray::operator=(const PoolByteArray & p_other)
{
godot::api->godot_pool_byte_array_destroy(&_godot_array);
godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolByteArray::PoolByteArray(const Array& array)
{
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godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *) &array);
}
PoolByteArray::Read PoolByteArray::read() const
{
Read read;
read._read_access = godot::api->godot_pool_byte_array_read(&_godot_array);
return read;
}
PoolByteArray::Write PoolByteArray::write()
{
Write write;
write._write_access = godot::api->godot_pool_byte_array_write(&_godot_array);
return write;
}
void PoolByteArray::append(const uint8_t data)
{
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godot::api->godot_pool_byte_array_append(&_godot_array, data);
}
void PoolByteArray::append_array(const PoolByteArray& array)
{
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godot::api->godot_pool_byte_array_append_array(&_godot_array, &array._godot_array);
}
int PoolByteArray::insert(const int idx, const uint8_t data)
{
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return godot::api->godot_pool_byte_array_insert(&_godot_array, idx, data);
}
void PoolByteArray::invert()
{
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godot::api->godot_pool_byte_array_invert(&_godot_array);
}
void PoolByteArray::push_back(const uint8_t data)
{
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godot::api->godot_pool_byte_array_push_back(&_godot_array, data);
}
void PoolByteArray::remove(const int idx)
{
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godot::api->godot_pool_byte_array_remove(&_godot_array, idx);
}
void PoolByteArray::resize(const int size)
{
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godot::api->godot_pool_byte_array_resize(&_godot_array, size);
}
void PoolByteArray::set(const int idx, const uint8_t data)
{
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godot::api->godot_pool_byte_array_set(&_godot_array, idx, data);
}
uint8_t PoolByteArray::operator [](const int idx)
{
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return godot::api->godot_pool_byte_array_get(&_godot_array, idx);
}
int PoolByteArray::size()
{
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return godot::api->godot_pool_byte_array_size(&_godot_array);
}
PoolByteArray::~PoolByteArray()
{
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godot::api->godot_pool_byte_array_destroy(&_godot_array);
}
PoolIntArray::PoolIntArray()
{
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godot::api->godot_pool_int_array_new(&_godot_array);
}
PoolIntArray::PoolIntArray(const PoolIntArray &p_other)
{
godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other)
{
godot::api->godot_pool_int_array_destroy(&_godot_array);
godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolIntArray::PoolIntArray(const Array& array)
{
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godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *) &array);
}
PoolIntArray::Read PoolIntArray::read() const
{
Read read;
read._read_access = godot::api->godot_pool_int_array_read(&_godot_array);
return read;
}
PoolIntArray::Write PoolIntArray::write()
{
Write write;
write._write_access = godot::api->godot_pool_int_array_write(&_godot_array);
return write;
}
void PoolIntArray::append(const int data)
{
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godot::api->godot_pool_int_array_append(&_godot_array, data);
}
void PoolIntArray::append_array(const PoolIntArray& array)
{
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godot::api->godot_pool_int_array_append_array(&_godot_array, &array._godot_array);
}
int PoolIntArray::insert(const int idx, const int data)
{
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return godot::api->godot_pool_int_array_insert(&_godot_array, idx, data);
}
void PoolIntArray::invert()
{
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godot::api->godot_pool_int_array_invert(&_godot_array);
}
void PoolIntArray::push_back(const int data)
{
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godot::api->godot_pool_int_array_push_back(&_godot_array, data);
}
void PoolIntArray::remove(const int idx)
{
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godot::api->godot_pool_int_array_remove(&_godot_array, idx);
}
void PoolIntArray::resize(const int size)
{
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godot::api->godot_pool_int_array_resize(&_godot_array, size);
}
void PoolIntArray::set(const int idx, const int data)
{
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godot::api->godot_pool_int_array_set(&_godot_array, idx, data);
}
int PoolIntArray::operator [](const int idx)
{
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return godot::api->godot_pool_int_array_get(&_godot_array, idx);
}
int PoolIntArray::size()
{
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return godot::api->godot_pool_int_array_size(&_godot_array);
}
PoolIntArray::~PoolIntArray()
{
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godot::api->godot_pool_int_array_destroy(&_godot_array);
}
PoolRealArray::PoolRealArray()
{
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godot::api->godot_pool_real_array_new(&_godot_array);
}
PoolRealArray::PoolRealArray(const PoolRealArray &p_other)
{
godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other)
{
godot::api->godot_pool_real_array_destroy(&_godot_array);
godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolRealArray::Read PoolRealArray::read() const
{
Read read;
read._read_access = godot::api->godot_pool_real_array_read(&_godot_array);
return read;
}
PoolRealArray::Write PoolRealArray::write()
{
Write write;
write._write_access = godot::api->godot_pool_real_array_write(&_godot_array);
return write;
}
PoolRealArray::PoolRealArray(const Array& array)
{
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godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *) &array);
}
void PoolRealArray::append(const real_t data)
{
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godot::api->godot_pool_real_array_append(&_godot_array, data);
}
void PoolRealArray::append_array(const PoolRealArray& array)
{
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godot::api->godot_pool_real_array_append_array(&_godot_array, &array._godot_array);
}
int PoolRealArray::insert(const int idx, const real_t data)
{
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return godot::api->godot_pool_real_array_insert(&_godot_array, idx, data);
}
void PoolRealArray::invert()
{
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godot::api->godot_pool_real_array_invert(&_godot_array);
}
void PoolRealArray::push_back(const real_t data)
{
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godot::api->godot_pool_real_array_push_back(&_godot_array, data);
}
void PoolRealArray::remove(const int idx)
{
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godot::api->godot_pool_real_array_remove(&_godot_array, idx);
}
void PoolRealArray::resize(const int size)
{
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godot::api->godot_pool_real_array_resize(&_godot_array, size);
}
void PoolRealArray::set(const int idx, const real_t data)
{
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godot::api->godot_pool_real_array_set(&_godot_array, idx, data);
}
real_t PoolRealArray::operator [](const int idx)
{
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return godot::api->godot_pool_real_array_get(&_godot_array, idx);
}
int PoolRealArray::size()
{
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return godot::api->godot_pool_real_array_size(&_godot_array);
}
PoolRealArray::~PoolRealArray()
{
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godot::api->godot_pool_real_array_destroy(&_godot_array);
}
PoolStringArray::PoolStringArray()
{
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godot::api->godot_pool_string_array_new(&_godot_array);
}
PoolStringArray::PoolStringArray(const PoolStringArray &p_other)
{
godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other)
{
godot::api->godot_pool_string_array_destroy(&_godot_array);
godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolStringArray::PoolStringArray(const Array& array)
{
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godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *) &array);
}
PoolStringArray::Read PoolStringArray::read() const
{
Read read;
read._read_access = godot::api->godot_pool_string_array_read(&_godot_array);
return read;
}
PoolStringArray::Write PoolStringArray::write()
{
Write write;
write._write_access = godot::api->godot_pool_string_array_write(&_godot_array);
return write;
}
void PoolStringArray::append(const String& data)
{
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godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *) &data);
}
void PoolStringArray::append_array(const PoolStringArray& array)
{
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godot::api->godot_pool_string_array_append_array(&_godot_array, &array._godot_array);
}
int PoolStringArray::insert(const int idx, const String& data)
{
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return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *) &data);
}
void PoolStringArray::invert()
{
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godot::api->godot_pool_string_array_invert(&_godot_array);
}
void PoolStringArray::push_back(const String& data)
{
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godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *) &data);
}
void PoolStringArray::remove(const int idx)
{
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godot::api->godot_pool_string_array_remove(&_godot_array, idx);
}
void PoolStringArray::resize(const int size)
{
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godot::api->godot_pool_string_array_resize(&_godot_array, size);
}
void PoolStringArray::set(const int idx, const String& data)
{
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godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data);
}
String PoolStringArray::operator [](const int idx)
{
String s;
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godot_string str = godot::api->godot_pool_string_array_get(&_godot_array, idx);
godot::api->godot_string_new_copy((godot_string *) &s, &str);
godot::api->godot_string_destroy(&str);
return s;
}
int PoolStringArray::size()
{
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return godot::api->godot_pool_string_array_size(&_godot_array);
}
PoolStringArray::~PoolStringArray()
{
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godot::api->godot_pool_string_array_destroy(&_godot_array);
}
PoolVector2Array::PoolVector2Array()
{
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godot::api->godot_pool_vector2_array_new(&_godot_array);
}
PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other)
{
godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other)
{
godot::api->godot_pool_vector2_array_destroy(&_godot_array);
godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolVector2Array::PoolVector2Array(const Array& array)
{
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godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *) &array);
}
PoolVector2Array::Read PoolVector2Array::read() const
{
Read read;
read._read_access = godot::api->godot_pool_vector2_array_read(&_godot_array);
return read;
}
PoolVector2Array::Write PoolVector2Array::write()
{
Write write;
write._write_access = godot::api->godot_pool_vector2_array_write(&_godot_array);
return write;
}
void PoolVector2Array::append(const Vector2& data)
{
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godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *) &data);
}
void PoolVector2Array::append_array(const PoolVector2Array& array)
{
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godot::api->godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array);
}
int PoolVector2Array::insert(const int idx, const Vector2& data)
{
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return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *) &data);
}
void PoolVector2Array::invert()
{
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godot::api->godot_pool_vector2_array_invert(&_godot_array);
}
void PoolVector2Array::push_back(const Vector2& data)
{
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godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *) &data);
}
void PoolVector2Array::remove(const int idx)
{
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godot::api->godot_pool_vector2_array_remove(&_godot_array, idx);
}
void PoolVector2Array::resize(const int size)
{
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godot::api->godot_pool_vector2_array_resize(&_godot_array, size);
}
void PoolVector2Array::set(const int idx, const Vector2& data)
{
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godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data);
}
Vector2 PoolVector2Array::operator [](const int idx)
{
Vector2 v;
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*(godot_vector2 *) &v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
return v;
}
int PoolVector2Array::size()
{
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return godot::api->godot_pool_vector2_array_size(&_godot_array);
}
PoolVector2Array::~PoolVector2Array()
{
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godot::api->godot_pool_vector2_array_destroy(&_godot_array);
}
PoolVector3Array::PoolVector3Array()
{
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godot::api->godot_pool_vector3_array_new(&_godot_array);
}
PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other)
{
godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other)
{
godot::api->godot_pool_vector3_array_destroy(&_godot_array);
godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolVector3Array::PoolVector3Array(const Array& array)
{
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godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *) &array);
}
PoolVector3Array::Read PoolVector3Array::read() const
{
Read read;
read._read_access = godot::api->godot_pool_vector3_array_read(&_godot_array);
return read;
}
PoolVector3Array::Write PoolVector3Array::write()
{
Write write;
write._write_access = godot::api->godot_pool_vector3_array_write(&_godot_array);
return write;
}
void PoolVector3Array::append(const Vector3& data)
{
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godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *) &data);
}
void PoolVector3Array::append_array(const PoolVector3Array& array)
{
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godot::api->godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array);
}
int PoolVector3Array::insert(const int idx, const Vector3& data)
{
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return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *) &data);
}
void PoolVector3Array::invert()
{
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godot::api->godot_pool_vector3_array_invert(&_godot_array);
}
void PoolVector3Array::push_back(const Vector3& data)
{
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godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *) &data);
}
void PoolVector3Array::remove(const int idx)
{
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godot::api->godot_pool_vector3_array_remove(&_godot_array, idx);
}
void PoolVector3Array::resize(const int size)
{
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godot::api->godot_pool_vector3_array_resize(&_godot_array, size);
}
void PoolVector3Array::set(const int idx, const Vector3& data)
{
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godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data);
}
Vector3 PoolVector3Array::operator [](const int idx)
{
Vector3 v;
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*(godot_vector3 *) &v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
return v;
}
int PoolVector3Array::size()
{
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return godot::api->godot_pool_vector3_array_size(&_godot_array);
}
PoolVector3Array::~PoolVector3Array()
{
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godot::api->godot_pool_vector3_array_destroy(&_godot_array);
}
PoolColorArray::PoolColorArray()
{
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godot::api->godot_pool_color_array_new(&_godot_array);
}
PoolColorArray::PoolColorArray(const PoolColorArray &p_other)
{
godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other)
{
godot::api->godot_pool_color_array_destroy(&_godot_array);
godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolColorArray::PoolColorArray(const Array& array)
{
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godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *) &array);
}
PoolColorArray::Read PoolColorArray::read() const
{
Read read;
read._read_access = godot::api->godot_pool_color_array_read(&_godot_array);
return read;
}
PoolColorArray::Write PoolColorArray::write()
{
Write write;
write._write_access = godot::api->godot_pool_color_array_write(&_godot_array);
return write;
}
void PoolColorArray::append(const Color& data)
{
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godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *) &data);
}
void PoolColorArray::append_array(const PoolColorArray& array)
{
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godot::api->godot_pool_color_array_append_array(&_godot_array, &array._godot_array);
}
int PoolColorArray::insert(const int idx, const Color& data)
{
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return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *) &data);
}
void PoolColorArray::invert()
{
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godot::api->godot_pool_color_array_invert(&_godot_array);
}
void PoolColorArray::push_back(const Color& data)
{
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godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *) &data);
}
void PoolColorArray::remove(const int idx)
{
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godot::api->godot_pool_color_array_remove(&_godot_array, idx);
}
void PoolColorArray::resize(const int size)
{
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godot::api->godot_pool_color_array_resize(&_godot_array, size);
}
void PoolColorArray::set(const int idx, const Color& data)
{
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godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data);
}
Color PoolColorArray::operator [](const int idx)
{
Color v;
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*(godot_color *) &v = godot::api->godot_pool_color_array_get(&_godot_array, idx);
return v;
}
int PoolColorArray::size()
{
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return godot::api->godot_pool_color_array_size(&_godot_array);
}
PoolColorArray::~PoolColorArray()
{
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godot::api->godot_pool_color_array_destroy(&_godot_array);
}
}