#ifndef ARRAY_H #define ARRAY_H #include #include "String.hpp" namespace godot { namespace helpers { template T append_all(T appendable, ValueT value) { appendable.append(value); return appendable; } template T append_all(T appendable, ValueT value, Args... args) { appendable.append(value); return append_all(appendable, args...); } template T append_all(T appendable) { return appendable; } template KV add_all(KV kv, KeyT key, ValueT value) { kv[key] = value; return kv; } template KV add_all(KV kv, KeyT key, ValueT value, Args... args) { kv[key] = value; return add_all(kv, args...); } template KV add_all(KV kv) { return kv; } } // namespace helpers class Variant; class PoolByteArray; class PoolIntArray; class PoolRealArray; class PoolStringArray; class PoolVector2Array; class PoolVector3Array; class PoolColorArray; class Object; class Array { godot_array _godot_array; public: Array(); Array(const Array &other); Array &operator=(const Array &other); Array(const PoolByteArray &a); Array(const PoolIntArray &a); Array(const PoolRealArray &a); Array(const PoolStringArray &a); Array(const PoolVector2Array &a); Array(const PoolVector3Array &a); Array(const PoolColorArray &a); template static Array make(Args... args) { return helpers::append_all(Array(), args...); } Variant &operator[](const int idx); Variant operator[](const int idx) const; void append(const Variant &v); void clear(); int count(const Variant &v); bool empty() const; void erase(const Variant &v); Variant front() const; Variant back() const; int find(const Variant &what, const int from = 0); int find_last(const Variant &what); bool has(const Variant &what) const; uint32_t hash() const; void insert(const int pos, const Variant &value); void invert(); bool is_shared() const; Variant pop_back(); Variant pop_front(); void push_back(const Variant &v); void push_front(const Variant &v); void remove(const int idx); int size() const; void resize(const int size); int rfind(const Variant &what, const int from = -1); void sort(); void sort_custom(Object *obj, const String &func); ~Array(); }; } // namespace godot #endif // ARRAY_H