Added Dictionary.values()

This commit is contained in:
J08nY 2016-06-05 14:20:52 +02:00
parent 56348cbbfe
commit dcce477f5e
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GPG key ID: A7E1843A39B7D67A
4 changed files with 78 additions and 58 deletions

View file

@ -199,6 +199,18 @@ Array Dictionary::keys() const {
}
Array Dictionary::values() const {
Array varr;
varr.resize(size());
const Variant *key=NULL;
int i=0;
while((key=next(key))){
varr[i++] = _p->variant_map[*key];
}
return varr;
}
const Variant* Dictionary::next(const Variant* p_key) const {
return _p->variant_map.next(p_key);
@ -250,5 +262,3 @@ Dictionary::~Dictionary() {
_unref();
}

View file

@ -81,6 +81,7 @@ public:
const Variant* next(const Variant* p_key=NULL) const;
Array keys() const;
Array values() const;
Dictionary(const Dictionary& p_from);
Dictionary(bool p_shared=false);

View file

@ -445,6 +445,7 @@ static void _call_##m_type##_##m_method(Variant& r_ret,Variant& p_self,const Var
VCALL_LOCALMEM1(Dictionary,erase);
VCALL_LOCALMEM0R(Dictionary,hash);
VCALL_LOCALMEM0R(Dictionary,keys);
VCALL_LOCALMEM0R(Dictionary,values);
VCALL_LOCALMEM1R(Dictionary,parse_json);
VCALL_LOCALMEM0R(Dictionary,to_json);
@ -1434,6 +1435,7 @@ _VariantCall::addfunc(Variant::m_vtype,Variant::m_ret,_SCS(#m_method),VCALL(m_cl
ADDFUNC1(DICTIONARY,NIL,Dictionary,erase,NIL,"value",varray());
ADDFUNC0(DICTIONARY,INT,Dictionary,hash,varray());
ADDFUNC0(DICTIONARY,ARRAY,Dictionary,keys,varray());
ADDFUNC0(DICTIONARY,ARRAY,Dictionary,values,varray());
ADDFUNC1(DICTIONARY,INT,Dictionary,parse_json,STRING,"json",varray());
ADDFUNC0(DICTIONARY,STRING,Dictionary,to_json,varray());

View file

@ -9015,7 +9015,7 @@
</argument>
<description>
Change the anchor (ANCHOR_BEGIN, ANCHOR_END, ANCHOR_RATIO) type for a margin (MARGIN_LEFT, MARGIN_TOP, MARGIN_RIGHT, MARGIN_BOTTOM). Changing the anchor mode converts the current margin offset from the previous anchor mode to the new one, so margin offsets ([method set_margin]) must be done after setting anchors, or at the same time ([method set_anchor_and_margin])
Additionally, [code]keep_margin[/code] controls whether margins should be left the same, or changed to keep the same position and size on-screen.
</description>
</method>
@ -10312,7 +10312,7 @@ This approximation makes straight segments between each point, then subdivides t
<return type="Array">
</return>
<description>
Return the list of keys in the dictionary.
Return the list of keys in the [Dictionary].
</description>
</method>
<method name="parse_json">
@ -10338,6 +10338,13 @@ This approximation makes straight segments between each point, then subdivides t
Return the dictionary as json text.
</description>
</method>
<method name="values">
<return type="Array">
</return>
<description>
Return the list of values in the [Dictionary].
</description>
</method>
</methods>
<constants>
</constants>
@ -10671,14 +10678,14 @@ This approximation makes straight segments between each point, then subdivides t
This function is called for each file exported and
depending from the return value one of many things
might happen.
1) If returned value is null, the file is exported
as is.
2) If the returned value is a RawAray (array of
bytes), the content of that array becomes the new
file being exported.
3) If the file must also change it's name when
exported, then a [Dictionary] must be returned with
two fields: 'name' with the new filename and 'data'
@ -10848,8 +10855,8 @@ This approximation makes straight segments between each point, then subdivides t
</brief_description>
<description>
Import plugins make it easy to handle importing of external assets
into a project.
into a project.
They way they work is not that obvious though, so please make sure
to read the documentation, tutorials and examples.
</description>
@ -10872,7 +10879,7 @@ This approximation makes straight segments between each point, then subdivides t
when exported. The only exception is in some cases
when the file must be re-imported for different
platforms (ie. texture compression).
If you want to customize the export process, it's
recommended to use [EditorExportPlugin.custom_export]
instead.
@ -10884,7 +10891,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Get the name of the import plugin, which will be
used to identify content imported by this plugin.
Try to use lowecase and underscores if possible.
</description>
</method>
@ -10909,23 +10916,23 @@ This approximation makes straight segments between each point, then subdivides t
(from the dialog) or re-import
(manual or automatic when external source files
changed).
An import process generally works like this:
1) Check the metadata for source files and options.
Metadata is either generated in the import dialog or
taken from an existing resource upon reimport.
2) Perform the import process into a new resource.
Some times the resource being re-imported may be already loaded
and in use, so checking for this by using
[ResourceLoader.has] is recommended. Otherwise
create a new resource.
3) Set the metadata from the argument into the existing or new
resource being created using
[Resource.set_import_metadata].
4) Save the resource into 'path' (function argument)
</description>
</method>
@ -10938,12 +10945,12 @@ This approximation makes straight segments between each point, then subdivides t
when the user chooses to re-import the resource
(from filesystem). In the later case, the path for
the existing file is supplied in the argument.
If the path is supplied, it is recommended to read
the import metadata with
[ResourceLoader.load_import_metadata] and fill in
the fields with the values contained there.
The dialog can be shown in any way (just use a
ConfirmationDialog and pop it up). Upon
confirmation, fill up a ResourceImportMetadata and
@ -11000,8 +11007,8 @@ This approximation makes straight segments between each point, then subdivides t
This method is called when the editor is about to
save the project, switch to another tab, etc. It
asks the plugin to apply any pending state changes
to ensure consistency.
to ensure consistency.
This is used, for example, in shader editors to let
the plugin know that it must apply the shader code
being written by the user to the object.
@ -11045,7 +11052,7 @@ This approximation makes straight segments between each point, then subdivides t
object type derived from CanvasItem to capture the input in the 2D editor
viewport. The function is only being called if your
object is being edited.
Return true if you want to capture the input,
otherwise false.
</description>
@ -11062,11 +11069,11 @@ This approximation makes straight segments between each point, then subdivides t
given objet type derived from Spatial to capture the
input of the viewport. The function is only being
called if your object is being edited.
By using the [InputEvent] and the [Camera] arguments
it's pretty easy to do raycasts into space using
Camera functions.
Return true if you want to capture the input,
otherwise false.
</description>
@ -11128,7 +11135,7 @@ This approximation makes straight segments between each point, then subdivides t
This function will be called when the editor is
requested to become visible. It is used for plugins
that edit a specific object type.
Remember that you have to manage the visibility of
all your editor controls manually.
</description>
@ -11149,11 +11156,11 @@ This approximation makes straight segments between each point, then subdivides t
Add a custom control to a container (see
CONTAINER_* enum). There are many locations where
custom controls can be added in the editor UI.
Please remember that you have to manage the
visibility of your custom controls yourself (and likely
hide it after adding it).
If your plugin is being removed, also make sure to
remove your custom controls too.
</description>
@ -11166,7 +11173,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Add a control to the bottom panel (together with
Output, Debug, Animation, etc).
If your plugin is being removed, also make sure to
remove your control by calling [method
remove_control_from_bottom_panel].
@ -11179,12 +11186,12 @@ This approximation makes straight segments between each point, then subdivides t
</argument>
<description>
Add the control to a specific dock slot (see DOCK_*
enum for options).
enum for options).
If the dock is repositioned and as long as the
plugin is active, the editor will save the dock
position on further sessions.
If your plugin is being removed, also make sure to
remove your control by calling [method
remove_control_from_docks].
@ -11221,16 +11228,16 @@ This approximation makes straight segments between each point, then subdivides t
Add a custom type, which will appear in the list of
nodes or resources. An icon can be optionally
passed.
When given node or resource is selected, the base
type will be instanced (ie, "Spatial", "Control",
"Resource"), then the script will be loaded and set
to this object.
You can use the [EditorPlugin.handles] to check if
your custom object is being edited by checking the
script or using 'extends' keyword.
script or using 'extends' keyword.
During run-time, this will be a simple object with a
script so this function does not need to be called
then.
@ -11251,7 +11258,7 @@ This approximation makes straight segments between each point, then subdivides t
Add an import plugin. These plugins manage importing
external content (from outside the project) into
formats the engine can understand.
On exit, don't forget to remove the plugin by
calling [method remove_import_plugin]
</description>
@ -11367,7 +11374,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
This function is called upon import with the
imported scene.
Just do any changes desired to the scene and return
it. If null is returned, import will fail and throw
an error to the user.
@ -11457,14 +11464,14 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Object that holds the project-independent editor settings. These
settings are generally visible in the Editor Settings menu.
Accessing the settings is done by using the regular [Object] API,
such as.
settings.set(prop,value)
settings.get(prop)
list_of_settings = settings.get_property_list()
</description>
<methods>
@ -11481,9 +11488,9 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Get the global settings path for the engine. Inside
this path you can find some standard paths such as:
settings/tmp - used for temporary storage of files
settings/templates - where export templates are
located
</description>
@ -11559,7 +11566,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Commit a handle being edited (handles must have been
prevously added by [method add_handles]).
If the cancel parameter is true, an option to
restore the edited value to the original is
provided.
@ -11573,7 +11580,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Get the name of an edited handle (handles must have
been previously added by [method add_handles]).
Handles can be named for reference to the user when editing.
</description>
</method>
@ -11605,8 +11612,8 @@ This approximation makes straight segments between each point, then subdivides t
<description>
This function is used when the user drags a gizmo
handle (previously added with [method add_handles])
in screen coordinates.
in screen coordinates.
The [Camera] is also provided
so screen coordinates can be converted to raycasts.
</description>
@ -11622,7 +11629,7 @@ This approximation makes straight segments between each point, then subdivides t
Add lines to the gizmo (as sets of 2 points), with a
given material. The lines are used for visualizing
the gizmo.
Call this function during [method redraw].
</description>
</method>
@ -11636,7 +11643,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Add a mesh to the gizmo, this is used for
visualization.
Call this function during [method redraw].
</description>
</method>
@ -11653,7 +11660,7 @@ This approximation makes straight segments between each point, then subdivides t
Add collision triangles to the gizmo for picking. A
[TriangleMesh] can be generated from a regular
[Mesh] too.
Call this function during [method redraw].
</description>
</method>
@ -11664,7 +11671,7 @@ This approximation makes straight segments between each point, then subdivides t
</argument>
<description>
Add an unscaled billboard for visualization.
Call this function during [method redraw].
</description>
</method>
@ -11678,10 +11685,10 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Add a list of handles (points) which can be used to
deform the object being edited.
There are virtual functions which will be called
upon editing of these handles.
Call this function during [method redraw].
</description>
</method>
@ -11691,7 +11698,7 @@ This approximation makes straight segments between each point, then subdivides t
<description>
Call this function once and upon creation of the
gizmo, otherwise no other function will work.
The argument is the node being edited by the gizmo.
</description>
</method>
@ -14449,7 +14456,7 @@ This approximation makes straight segments between each point, then subdivides t
Hyper-text transfer protocol client.
</brief_description>
<description>
Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification.
Hyper-text transfer protocol client. Supports SSL and SSL server certificate verification.
Can be reused to connect to different hosts and make many requests.
</description>
<methods>
@ -14792,7 +14799,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
A Node with the ability to send HTTP requests.
</brief_description>
<description>
A Node with the ability to send HTTP requests. Uses a [HTTPClient] internally, supports HTTPS.
A Node with the ability to send HTTP requests. Uses a [HTTPClient] internally, supports HTTPS.
Can be used to make HTTP requests or download files via HTTP.
</description>
<methods>
@ -41413,7 +41420,7 @@ This method controls whether the position between two cached points is interpola
<description>
Helper to maange UndoRedo in the editor or custom tools. It works by
storing calls to functions in both 'do' an 'undo' lists.
Common behavior is to create an action, then add do/undo calls to
functions or property changes, then commiting the action.
</description>
@ -41537,8 +41544,8 @@ This method controls whether the position between two cached points is interpola
<description>
Get the version, each time a new action is commited,
the version number of the UndoRedo is increased
automatically.
automatically.
This is useful mostly to check if something changed
from a saved version.
</description>