160 lines
2.8 KiB
C++
160 lines
2.8 KiB
C++
#ifndef ARRAY_H
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#define ARRAY_H
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#include <gdnative/array.h>
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#include "String.hpp"
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namespace godot {
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namespace helpers {
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template <typename T, typename ValueT>
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T append_all(T appendable, ValueT value) {
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appendable.append(value);
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return appendable;
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}
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template <typename T, typename ValueT, typename... Args>
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T append_all(T appendable, ValueT value, Args... args) {
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appendable.append(value);
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return append_all(appendable, args...);
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}
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template <typename T>
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T append_all(T appendable) {
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return appendable;
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}
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template <typename KV, typename KeyT, typename ValueT>
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KV add_all(KV kv, KeyT key, ValueT value) {
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kv[key] = value;
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return kv;
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}
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template <typename KV, typename KeyT, typename ValueT, typename... Args>
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KV add_all(KV kv, KeyT key, ValueT value, Args... args) {
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kv[key] = value;
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return add_all(kv, args...);
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}
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template <typename KV>
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KV add_all(KV kv) {
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return kv;
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}
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} // namespace helpers
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class Variant;
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class PoolByteArray;
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class PoolIntArray;
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class PoolRealArray;
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class PoolStringArray;
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class PoolVector2Array;
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class PoolVector3Array;
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class PoolColorArray;
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class Object;
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class Array {
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godot_array _godot_array;
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friend class Variant;
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inline explicit Array(const godot_array &other) {
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_godot_array = other;
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}
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public:
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Array();
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Array(const Array &other);
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Array &operator=(const Array &other);
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Array(const PoolByteArray &a);
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Array(const PoolIntArray &a);
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Array(const PoolRealArray &a);
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Array(const PoolStringArray &a);
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Array(const PoolVector2Array &a);
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Array(const PoolVector3Array &a);
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Array(const PoolColorArray &a);
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template <class... Args>
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static Array make(Args... args) {
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return helpers::append_all(Array(), args...);
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}
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Variant &operator[](const int idx);
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Variant operator[](const int idx) const;
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void append(const Variant &v);
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void clear();
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int count(const Variant &v);
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bool empty() const;
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void erase(const Variant &v);
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Variant front() const;
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Variant back() const;
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int find(const Variant &what, const int from = 0);
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int find_last(const Variant &what);
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bool has(const Variant &what) const;
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uint32_t hash() const;
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void insert(const int pos, const Variant &value);
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void invert();
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bool is_shared() const;
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Variant pop_back();
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Variant pop_front();
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void push_back(const Variant &v);
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void push_front(const Variant &v);
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void remove(const int idx);
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int size() const;
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void resize(const int size);
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int rfind(const Variant &what, const int from = -1);
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void sort();
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void sort_custom(Object *obj, const String &func);
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int bsearch(const Variant &value, const bool before = true);
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int bsearch_custom(const Variant &value, const Object *obj,
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const String &func, const bool before = true);
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Array duplicate(const bool deep = false) const;
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Variant max() const;
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Variant min() const;
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void shuffle();
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~Array();
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};
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} // namespace godot
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#endif // ARRAY_H
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