592 lines
12 KiB
C++
592 lines
12 KiB
C++
#ifndef POOLARRAYS_H
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#define POOLARRAYS_H
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#include "Defs.hpp"
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#include "String.hpp"
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#include "Color.hpp"
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#include "Vector2.hpp"
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#include "Vector3.hpp"
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#include "GodotGlobal.hpp"
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#include <gdnative/pool_arrays.h>
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namespace godot {
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class Array;
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class PoolByteArray {
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godot_pool_byte_array _godot_array;
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public:
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class Read {
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friend class PoolByteArray;
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godot_pool_byte_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_byte_array_read_access_destroy(_read_access);
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}
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inline const uint8_t *ptr() const {
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return godot::api->godot_pool_byte_array_read_access_ptr(_read_access);
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}
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inline const uint8_t &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_byte_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolByteArray;
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godot_pool_byte_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_byte_array_write_access_destroy(_write_access);
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}
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inline uint8_t *ptr() const {
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return godot::api->godot_pool_byte_array_write_access_ptr(_write_access);
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}
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inline uint8_t &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_byte_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolByteArray();
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PoolByteArray(const PoolByteArray &p_other);
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PoolByteArray &operator=(const PoolByteArray & p_other);
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PoolByteArray(const Array& array);
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Read read() const;
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Write write();
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void append(const uint8_t data);
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void append_array(const PoolByteArray& array);
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int insert(const int idx, const uint8_t data);
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void invert();
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void push_back(const uint8_t data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const uint8_t data);
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uint8_t operator [](const int idx);
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int size();
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~PoolByteArray();
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};
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class PoolIntArray {
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godot_pool_int_array _godot_array;
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public:
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class Read {
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friend class PoolIntArray;
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godot_pool_int_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_int_array_read_access_destroy(_read_access);
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}
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inline const int *ptr() const {
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return godot::api->godot_pool_int_array_read_access_ptr(_read_access);
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}
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inline const int &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_int_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolIntArray;
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godot_pool_int_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_int_array_write_access_destroy(_write_access);
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}
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inline int *ptr() const {
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return godot::api->godot_pool_int_array_write_access_ptr(_write_access);
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}
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inline int &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_int_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolIntArray();
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PoolIntArray(const PoolIntArray &p_other);
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PoolIntArray &operator=(const PoolIntArray &p_other);
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PoolIntArray(const Array& array);
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Read read() const;
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Write write();
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void append(const int data);
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void append_array(const PoolIntArray& array);
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int insert(const int idx, const int data);
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void invert();
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void push_back(const int data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const int data);
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int operator [](const int idx);
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int size();
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~PoolIntArray();
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};
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class PoolRealArray {
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godot_pool_real_array _godot_array;
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public:
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class Read {
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friend class PoolRealArray;
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godot_pool_real_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_real_array_read_access_destroy(_read_access);
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}
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inline const real_t *ptr() const {
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return godot::api->godot_pool_real_array_read_access_ptr(_read_access);
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}
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inline const real_t &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_real_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolRealArray;
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godot_pool_real_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_real_array_write_access_destroy(_write_access);
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}
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inline real_t *ptr() const {
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return godot::api->godot_pool_real_array_write_access_ptr(_write_access);
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}
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inline real_t &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_real_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolRealArray();
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PoolRealArray(const PoolRealArray &p_other);
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PoolRealArray &operator=(const PoolRealArray &p_other);
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PoolRealArray(const Array& array);
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Read read() const;
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Write write();
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void append(const real_t data);
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void append_array(const PoolRealArray& array);
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int insert(const int idx, const real_t data);
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void invert();
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void push_back(const real_t data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const real_t data);
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real_t operator [](const int idx);
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int size();
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~PoolRealArray();
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};
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class PoolStringArray {
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godot_pool_string_array _godot_array;
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public:
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class Read {
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friend class PoolStringArray;
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godot_pool_string_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_string_array_read_access_destroy(_read_access);
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}
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inline const String *ptr() const {
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return (const String *) godot::api->godot_pool_string_array_read_access_ptr(_read_access);
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}
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inline const String &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_string_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolStringArray;
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godot_pool_string_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_string_array_write_access_destroy(_write_access);
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}
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inline String *ptr() const {
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return (String *) godot::api->godot_pool_string_array_write_access_ptr(_write_access);
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}
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inline String &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_string_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolStringArray();
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PoolStringArray(const PoolStringArray &p_other);
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PoolStringArray &operator=(const PoolStringArray &p_other);
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PoolStringArray(const Array& array);
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Read read() const;
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Write write();
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void append(const String& data);
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void append_array(const PoolStringArray& array);
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int insert(const int idx, const String& data);
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void invert();
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void push_back(const String& data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const String& data);
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String operator [](const int idx);
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int size();
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~PoolStringArray();
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};
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class PoolVector2Array {
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godot_pool_vector2_array _godot_array;
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public:
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class Read {
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friend class PoolVector2Array;
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godot_pool_vector2_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_vector2_array_read_access_destroy(_read_access);
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}
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inline const Vector2 *ptr() const {
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return (const Vector2 *) godot::api->godot_pool_vector2_array_read_access_ptr(_read_access);
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}
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inline const Vector2 &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_vector2_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolVector2Array;
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godot_pool_vector2_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_vector2_array_write_access_destroy(_write_access);
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}
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inline Vector2 *ptr() const {
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return (Vector2 *) godot::api->godot_pool_vector2_array_write_access_ptr(_write_access);
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}
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inline Vector2 &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_vector2_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolVector2Array();
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PoolVector2Array(const PoolVector2Array &p_other);
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PoolVector2Array &operator=(const PoolVector2Array &p_other);
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PoolVector2Array(const Array& array);
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Read read() const;
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Write write();
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void append(const Vector2& data);
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void append_array(const PoolVector2Array& array);
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int insert(const int idx, const Vector2& data);
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void invert();
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void push_back(const Vector2& data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const Vector2& data);
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Vector2 operator [](const int idx);
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int size();
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~PoolVector2Array();
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};
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class PoolVector3Array {
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godot_pool_vector3_array _godot_array;
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public:
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class Read {
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friend class PoolVector3Array;
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godot_pool_vector3_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_vector3_array_read_access_destroy(_read_access);
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}
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inline const Vector3 *ptr() const {
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return (const Vector3 *) godot::api->godot_pool_vector3_array_read_access_ptr(_read_access);
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}
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inline const Vector3 &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_vector3_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolVector3Array;
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godot_pool_vector3_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_vector3_array_write_access_destroy(_write_access);
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}
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inline Vector3 *ptr() const {
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return (Vector3 *) godot::api->godot_pool_vector3_array_write_access_ptr(_write_access);
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}
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inline Vector3 &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_vector3_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolVector3Array();
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PoolVector3Array(const PoolVector3Array &p_other);
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PoolVector3Array &operator=(const PoolVector3Array &p_other);
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PoolVector3Array(const Array& array);
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Read read() const;
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Write write();
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void append(const Vector3& data);
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void append_array(const PoolVector3Array& array);
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int insert(const int idx, const Vector3& data);
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void invert();
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void push_back(const Vector3& data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const Vector3& data);
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Vector3 operator [](const int idx);
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int size();
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~PoolVector3Array();
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};
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class PoolColorArray {
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godot_pool_color_array _godot_array;
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public:
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class Read {
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friend class PoolColorArray;
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godot_pool_color_array_read_access *_read_access;
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public:
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inline ~Read() {
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godot::api->godot_pool_color_array_read_access_destroy(_read_access);
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}
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inline const Color *ptr() const {
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return (const Color *) godot::api->godot_pool_color_array_read_access_ptr(_read_access);
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}
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inline const Color &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Read& p_other) {
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godot::api->godot_pool_color_array_read_access_operator_assign(_read_access, p_other._read_access);
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}
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};
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class Write {
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friend class PoolColorArray;
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godot_pool_color_array_write_access *_write_access;
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public:
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inline ~Write() {
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godot::api->godot_pool_color_array_write_access_destroy(_write_access);
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}
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inline Color *ptr() const {
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return (Color *) godot::api->godot_pool_color_array_write_access_ptr(_write_access);
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}
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inline Color &operator[](int p_idx) const {
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return ptr()[p_idx];
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}
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inline void operator=(const Write& p_other) {
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godot::api->godot_pool_color_array_write_access_operator_assign(_write_access, p_other._write_access);
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}
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};
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PoolColorArray();
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PoolColorArray(const PoolColorArray &p_other);
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PoolColorArray &operator=(const PoolColorArray &p_other);
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PoolColorArray(const Array& array);
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Read read() const;
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Write write();
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void append(const Color& data);
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void append_array(const PoolColorArray& array);
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int insert(const int idx, const Color& data);
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void invert();
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void push_back(const Color& data);
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void remove(const int idx);
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void resize(const int size);
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void set(const int idx, const Color& data);
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Color operator [](const int idx);
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int size();
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~PoolColorArray();
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};
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}
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#endif // POOLARRAYS_H
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