a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
124 lines
5.2 KiB
C++
124 lines
5.2 KiB
C++
/*************************************************************************/
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/* collections_glue.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef COLLECTIONS_GLUE_H
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#define COLLECTIONS_GLUE_H
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#ifdef MONO_GLUE_ENABLED
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#include "core/array.h"
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#include "../mono_gd/gd_mono_marshal.h"
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// Array
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Array *godot_icall_Array_Ctor();
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void godot_icall_Array_Dtor(Array *ptr);
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MonoObject *godot_icall_Array_At(Array *ptr, int index);
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MonoObject *godot_icall_Array_At_Generic(Array *ptr, int index, uint32_t type_encoding, GDMonoClass *type_class);
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void godot_icall_Array_SetAt(Array *ptr, int index, MonoObject *value);
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int godot_icall_Array_Count(Array *ptr);
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int godot_icall_Array_Add(Array *ptr, MonoObject *item);
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void godot_icall_Array_Clear(Array *ptr);
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MonoBoolean godot_icall_Array_Contains(Array *ptr, MonoObject *item);
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void godot_icall_Array_CopyTo(Array *ptr, MonoArray *array, int array_index);
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Array *godot_icall_Array_Duplicate(Array *ptr, MonoBoolean deep);
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int godot_icall_Array_IndexOf(Array *ptr, MonoObject *item);
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void godot_icall_Array_Insert(Array *ptr, int index, MonoObject *item);
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MonoBoolean godot_icall_Array_Remove(Array *ptr, MonoObject *item);
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void godot_icall_Array_RemoveAt(Array *ptr, int index);
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Error godot_icall_Array_Resize(Array *ptr, int new_size);
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void godot_icall_Array_Generic_GetElementTypeInfo(MonoReflectionType *refltype, uint32_t *type_encoding, GDMonoClass **type_class);
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MonoString *godot_icall_Array_ToString(Array *ptr);
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// Dictionary
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Dictionary *godot_icall_Dictionary_Ctor();
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void godot_icall_Dictionary_Dtor(Dictionary *ptr);
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MonoObject *godot_icall_Dictionary_GetValue(Dictionary *ptr, MonoObject *key);
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MonoObject *godot_icall_Dictionary_GetValue_Generic(Dictionary *ptr, MonoObject *key, uint32_t type_encoding, GDMonoClass *type_class);
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void godot_icall_Dictionary_SetValue(Dictionary *ptr, MonoObject *key, MonoObject *value);
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Array *godot_icall_Dictionary_Keys(Dictionary *ptr);
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Array *godot_icall_Dictionary_Values(Dictionary *ptr);
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int godot_icall_Dictionary_Count(Dictionary *ptr);
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void godot_icall_Dictionary_Add(Dictionary *ptr, MonoObject *key, MonoObject *value);
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void godot_icall_Dictionary_Clear(Dictionary *ptr);
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MonoBoolean godot_icall_Dictionary_Contains(Dictionary *ptr, MonoObject *key, MonoObject *value);
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MonoBoolean godot_icall_Dictionary_ContainsKey(Dictionary *ptr, MonoObject *key);
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Dictionary *godot_icall_Dictionary_Duplicate(Dictionary *ptr, MonoBoolean deep);
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MonoBoolean godot_icall_Dictionary_RemoveKey(Dictionary *ptr, MonoObject *key);
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MonoBoolean godot_icall_Dictionary_Remove(Dictionary *ptr, MonoObject *key, MonoObject *value);
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MonoBoolean godot_icall_Dictionary_TryGetValue(Dictionary *ptr, MonoObject *key, MonoObject **value);
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MonoBoolean godot_icall_Dictionary_TryGetValue_Generic(Dictionary *ptr, MonoObject *key, MonoObject **value, uint32_t type_encoding, GDMonoClass *type_class);
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void godot_icall_Dictionary_Generic_GetValueTypeInfo(MonoReflectionType *refltype, uint32_t *type_encoding, GDMonoClass **type_class);
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MonoString *godot_icall_Dictionary_ToString(Dictionary *ptr);
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// Register internal calls
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void godot_register_collections_icalls();
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#endif // MONO_GLUE_ENABLED
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#endif // COLLECTIONS_GLUE_H
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