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.
109 lines
4.8 KiB
C++
109 lines
4.8 KiB
C++
/*************************************************************************/
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/* dictionary.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 GODOT_DICTIONARY_H
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#define GODOT_DICTIONARY_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_DICTIONARY_SIZE sizeof(void *)
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#ifndef GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_DICTIONARY_SIZE];
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} godot_dictionary;
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#endif
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// reduce extern "C" nesting for VS2013
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#ifdef __cplusplus
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}
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#endif
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#include <gdnative/array.h>
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#include <gdnative/gdnative.h>
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#include <gdnative/variant.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GDAPI godot_dictionary_new(godot_dictionary *r_dest);
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void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src);
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void GDAPI godot_dictionary_destroy(godot_dictionary *p_self);
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godot_dictionary GDAPI godot_dictionary_duplicate(const godot_dictionary *p_self, const godot_bool p_deep);
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godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self);
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godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self);
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void GDAPI godot_dictionary_clear(godot_dictionary *p_self);
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godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key);
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godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys);
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void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key);
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godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self);
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godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self);
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godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self);
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godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key);
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void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value);
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godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key);
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const godot_variant GDAPI *godot_dictionary_operator_index_const(const godot_dictionary *p_self, const godot_variant *p_key);
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godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key);
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godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b);
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godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self);
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// GDNative core 1.1
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godot_bool GDAPI godot_dictionary_erase_with_return(godot_dictionary *p_self, const godot_variant *p_key);
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godot_variant GDAPI godot_dictionary_get_with_default(const godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_default);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_DICTIONARY_H
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