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