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