#ifndef POOLARRAYS_H #define POOLARRAYS_H #include "Defs.hpp" #include "String.hpp" #include "Color.hpp" #include "Vector2.hpp" #include "Vector3.hpp" #include "GodotGlobal.hpp" #include 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 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 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 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 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 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 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 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