2017-04-09 21:07:53 +02:00
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/*************************************************************************/
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/* godot_dictionary.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2017-04-03 16:11:38 +02:00
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#include "godot_dictionary.h"
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#include "core/dictionary.h"
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#include "core/os/memory.h"
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#include "core/io/json.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _dictionary_api_anchor() {
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}
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void GDAPI godot_dictionary_new(godot_dictionary *p_dict) {
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Dictionary *dict = (Dictionary *)p_dict;
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memnew_placement(dict, Dictionary);
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}
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void GDAPI godot_dictionary_clear(godot_dictionary *p_dict) {
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Dictionary *dict = (Dictionary *)p_dict;
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dict->clear();
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}
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godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict) {
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const Dictionary *dict = (const Dictionary *)p_dict;
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return dict->empty();
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}
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void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key) {
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Dictionary *dict = (Dictionary *)p_dict;
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Variant *key = (Variant *)p_key;
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dict->erase(*key);
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}
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godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key) {
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const Dictionary *dict = (const Dictionary *)p_dict;
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const Variant *key = (const Variant *)p_key;
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return dict->has(*key);
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}
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godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys) {
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const Dictionary *dict = (const Dictionary *)p_dict;
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const Array *keys = (const Array *)p_keys;
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return dict->has_all(*keys);
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}
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uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict) {
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const Dictionary *dict = (const Dictionary *)p_dict;
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return dict->hash();
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}
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godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict) {
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godot_array a;
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godot_array_new(&a);
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const Dictionary *dict = (const Dictionary *)p_dict;
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Array *array = (Array *)&a;
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*array = dict->keys();
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return a;
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}
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godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json) {
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Dictionary *dict = (Dictionary *)p_dict;
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const String *json = (const String *)p_json;
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Variant ret;
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int err_line;
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String err_str;
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int err = (int)JSON::parse(*json, ret, err_str, err_line);
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*dict = ret;
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return err;
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}
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godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key) {
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Dictionary *dict = (Dictionary *)p_dict;
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Variant *key = (Variant *)p_key;
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return (godot_variant *)&dict->operator[](*key);
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}
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godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict) {
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const Dictionary *dict = (const Dictionary *)p_dict;
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return dict->size();
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}
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godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict) {
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const Dictionary *dict = (const Dictionary *)p_dict;
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godot_string str;
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godot_string_new(&str);
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String *s = (String *)&str;
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*s = JSON::print(Variant(*dict));
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return str;
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}
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godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict) {
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godot_array a;
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godot_array_new(&a);
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const Dictionary *dict = (const Dictionary *)p_dict;
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Array *array = (Array *)&a;
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*array = dict->values();
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return a;
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}
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void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict) {
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((Dictionary *)p_dict)->~Dictionary();
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}
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#ifdef __cplusplus
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}
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#endif
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