/*************************************************************************/ /* godot_pool_arrays.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #include "godot_pool_arrays.h" #include "array.h" #include "dvector.h" #include "variant.h" #ifdef __cplusplus extern "C" { #endif void _pool_arrays_api_anchor() { } #define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr) // byte void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_pba, const uint8_t p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->append(p_data); } void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_pba, const godot_pool_byte_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data) { PoolVector *pba = (PoolVector *)p_pba; return pba->insert(p_idx, p_data); } void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_pba, const uint8_t p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->push_back(p_data); } void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->set(p_idx, p_data); } uint8_t GDAPI godot_pool_byte_array_get(const godot_pool_byte_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->get(p_idx); } godot_int GDAPI godot_pool_byte_array_size(const godot_pool_byte_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } // int void GDAPI godot_pool_int_array_new(godot_pool_int_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_pba, const godot_int p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->append(p_data); } void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_pba, const godot_pool_int_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_pba, const godot_int p_idx, const godot_int p_data) { PoolVector *pba = (PoolVector *)p_pba; return pba->insert(p_idx, p_data); } void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_pba, const godot_int p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->push_back(p_data); } void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_pba, const godot_int p_idx, const godot_int p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->set(p_idx, p_data); } godot_int GDAPI godot_pool_int_array_get(const godot_pool_int_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->get(p_idx); } godot_int GDAPI godot_pool_int_array_size(const godot_pool_int_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } // real void GDAPI godot_pool_real_array_new(godot_pool_real_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_pba, const godot_real p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->append(p_data); } void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_pba, const godot_pool_real_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_pba, const godot_int p_idx, const godot_real p_data) { PoolVector *pba = (PoolVector *)p_pba; return pba->insert(p_idx, p_data); } void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_pba, const godot_real p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->push_back(p_data); } void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_pba, const godot_int p_idx, const godot_real p_data) { PoolVector *pba = (PoolVector *)p_pba; pba->set(p_idx, p_data); } godot_real GDAPI godot_pool_real_array_get(const godot_pool_real_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->get(p_idx); } godot_int GDAPI godot_pool_real_array_size(const godot_pool_real_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } // string void GDAPI godot_pool_string_array_new(godot_pool_string_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_pba, const godot_string *p_data) { PoolVector *pba = (PoolVector *)p_pba; String &s = *(String *)p_data; pba->append(s); } void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_pba, const godot_pool_string_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_pba, const godot_int p_idx, const godot_string *p_data) { PoolVector *pba = (PoolVector *)p_pba; String &s = *(String *)p_data; return pba->insert(p_idx, s); } void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_pba, const godot_string *p_data) { PoolVector *pba = (PoolVector *)p_pba; String &s = *(String *)p_data; pba->push_back(s); } void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_pba, const godot_int p_idx, const godot_string *p_data) { PoolVector *pba = (PoolVector *)p_pba; String &s = *(String *)p_data; pba->set(p_idx, s); } godot_string GDAPI godot_pool_string_array_get(const godot_pool_string_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; godot_string str; String *s = (String *)&str; memnew_placement(s, String); *s = pba->get(p_idx); return str; } godot_int GDAPI godot_pool_string_array_size(const godot_pool_string_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } // vector2 void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_pba, const godot_vector2 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector2 &s = *(Vector2 *)p_data; pba->append(s); } void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_pba, const godot_pool_vector2_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_pba, const godot_int p_idx, const godot_vector2 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector2 &s = *(Vector2 *)p_data; return pba->insert(p_idx, s); } void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_pba, const godot_vector2 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector2 &s = *(Vector2 *)p_data; pba->push_back(s); } void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_pba, const godot_int p_idx, const godot_vector2 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector2 &s = *(Vector2 *)p_data; pba->set(p_idx, s); } godot_vector2 GDAPI godot_pool_vector2_array_get(const godot_pool_vector2_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; godot_vector2 v; Vector2 *s = (Vector2 *)&v; *s = pba->get(p_idx); return v; } godot_int GDAPI godot_pool_vector2_array_size(const godot_pool_vector2_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } // vector3 void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_pba, const godot_vector3 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector3 &s = *(Vector3 *)p_data; pba->append(s); } void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_pba, const godot_pool_vector3_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_pba, const godot_int p_idx, const godot_vector3 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector3 &s = *(Vector3 *)p_data; return pba->insert(p_idx, s); } void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_pba, const godot_vector3 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector3 &s = *(Vector3 *)p_data; pba->push_back(s); } void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_pba, const godot_int p_idx, const godot_vector3 *p_data) { PoolVector *pba = (PoolVector *)p_pba; Vector3 &s = *(Vector3 *)p_data; pba->set(p_idx, s); } godot_vector3 GDAPI godot_pool_vector3_array_get(const godot_pool_vector3_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; godot_vector3 v; Vector3 *s = (Vector3 *)&v; *s = pba->get(p_idx); return v; } godot_int GDAPI godot_pool_vector3_array_size(const godot_pool_vector3_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } // color void GDAPI godot_pool_color_array_new(godot_pool_color_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; memnew_placement(pba, PoolVector); } void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *p_pba, const godot_array *p_a) { PoolVector *pba = (PoolVector *)p_pba; Array *a = (Array *)p_a; memnew_placement(pba, PoolVector); pba->resize(a->size()); for (size_t i = 0; i < a->size(); i++) { pba->set(i, (*a)[i]); } } void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_pba, const godot_color *p_data) { PoolVector *pba = (PoolVector *)p_pba; Color &s = *(Color *)p_data; pba->append(s); } void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_pba, const godot_pool_color_array *p_array) { PoolVector *pba = (PoolVector *)p_pba; PoolVector *array = (PoolVector *)p_array; pba->append_array(*array); } int GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_pba, const godot_int p_idx, const godot_color *p_data) { PoolVector *pba = (PoolVector *)p_pba; Color &s = *(Color *)p_data; return pba->insert(p_idx, s); } void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_pba) { PoolVector *pba = (PoolVector *)p_pba; pba->invert(); } void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_pba, const godot_color *p_data) { PoolVector *pba = (PoolVector *)p_pba; Color &s = *(Color *)p_data; pba->push_back(s); } void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_pba, const godot_int p_idx) { PoolVector *pba = (PoolVector *)p_pba; pba->remove(p_idx); } void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_pba, const godot_int p_size) { PoolVector *pba = (PoolVector *)p_pba; pba->resize(p_size); } void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_pba, const godot_int p_idx, const godot_color *p_data) { PoolVector *pba = (PoolVector *)p_pba; Color &s = *(Color *)p_data; pba->set(p_idx, s); } godot_color GDAPI godot_pool_color_array_get(const godot_pool_color_array *p_pba, const godot_int p_idx) { const PoolVector *pba = (const PoolVector *)p_pba; godot_color v; Color *s = (Color *)&v; *s = pba->get(p_idx); return v; } godot_int GDAPI godot_pool_color_array_size(const godot_pool_color_array *p_pba) { const PoolVector *pba = (const PoolVector *)p_pba; return pba->size(); } void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_pba) { ((PoolVector *)p_pba)->~PoolVector(); } #ifdef __cplusplus } #endif