/*************************************************************************/ /* PoolArrays.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef POOLARRAYS_H #define POOLARRAYS_H #include "Defs.hpp" #include "Color.hpp" #include "GodotGlobal.hpp" #include "String.hpp" #include "Vector2.hpp" #include "Vector3.hpp" #include namespace godot { class Array; class PoolByteArray { godot_pool_byte_array _godot_array; friend class String; friend class Variant; inline explicit PoolByteArray(godot_pool_byte_array a) { _godot_array = a; } public: class Read { friend class PoolByteArray; godot_pool_byte_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_byte_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_byte_array_write_access_copy(p_other._write_access); } 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 PoolByteArray &p_other); PoolByteArray &operator=(const PoolByteArray &p_other); 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() const; ~PoolByteArray(); }; class PoolIntArray { godot_pool_int_array _godot_array; friend class Variant; explicit inline PoolIntArray(godot_pool_int_array a) { _godot_array = a; } public: class Read { friend class PoolIntArray; godot_pool_int_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_int_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_int_array_write_access_copy(p_other._write_access); } 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 PoolIntArray &p_other); PoolIntArray &operator=(const PoolIntArray &p_other); 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() const; ~PoolIntArray(); }; class PoolRealArray { godot_pool_real_array _godot_array; friend class Variant; explicit inline PoolRealArray(godot_pool_real_array a) { _godot_array = a; } public: class Read { friend class PoolRealArray; godot_pool_real_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_real_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_real_array_write_access_copy(p_other._write_access); } 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 PoolRealArray &p_other); PoolRealArray &operator=(const PoolRealArray &p_other); 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() const; ~PoolRealArray(); }; class PoolStringArray { godot_pool_string_array _godot_array; friend class String; friend class Variant; explicit inline PoolStringArray(godot_pool_string_array a) { _godot_array = a; } public: class Read { friend class PoolStringArray; godot_pool_string_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_string_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_string_array_write_access_copy(p_other._write_access); } 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 PoolStringArray &p_other); PoolStringArray &operator=(const PoolStringArray &p_other); 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); const String operator[](const int idx); int size() const; ~PoolStringArray(); }; class PoolVector2Array { godot_pool_vector2_array _godot_array; friend class Variant; explicit inline PoolVector2Array(godot_pool_vector2_array a) { _godot_array = a; } public: class Read { friend class PoolVector2Array; godot_pool_vector2_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_vector2_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_vector2_array_write_access_copy(p_other._write_access); } 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 PoolVector2Array &p_other); PoolVector2Array &operator=(const PoolVector2Array &p_other); 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); const Vector2 operator[](const int idx); int size() const; ~PoolVector2Array(); }; class PoolVector3Array { godot_pool_vector3_array _godot_array; friend class Variant; explicit inline PoolVector3Array(godot_pool_vector3_array a) { _godot_array = a; } public: class Read { friend class PoolVector3Array; godot_pool_vector3_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_vector3_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_vector3_array_write_access_copy(p_other._write_access); } 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 PoolVector3Array &p_other); PoolVector3Array &operator=(const PoolVector3Array &p_other); 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); const Vector3 operator[](const int idx); int size() const; ~PoolVector3Array(); }; class PoolColorArray { godot_pool_color_array _godot_array; friend class Variant; explicit inline PoolColorArray(godot_pool_color_array a) { _godot_array = a; } public: class Read { friend class PoolColorArray; godot_pool_color_array_read_access *_read_access; public: inline Read() { _read_access = nullptr; } inline Read(const Read &p_other) { _read_access = godot::api->godot_pool_color_array_read_access_copy(p_other._read_access); } 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() { _write_access = nullptr; } inline Write(const Write &p_other) { _write_access = godot::api->godot_pool_color_array_write_access_copy(p_other._write_access); } 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 PoolColorArray &p_other); PoolColorArray &operator=(const PoolColorArray &p_other); 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); const Color operator[](const int idx); int size() const; ~PoolColorArray(); }; } // namespace godot #endif // POOLARRAYS_H