534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
309 lines
10 KiB
C++
309 lines
10 KiB
C++
/*************************************************************************/
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/* array.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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#include "array.h"
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#include "core/array.h"
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#include "core/os/memory.h"
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#include "core/color.h"
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#include "core/dvector.h"
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#include "core/variant.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _array_api_anchor() {
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}
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void GDAPI godot_array_new(godot_array *r_dest) {
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Array *dest = (Array *)r_dest;
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memnew_placement(dest, Array);
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}
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void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src) {
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Array *dest = (Array *)r_dest;
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const Array *src = (const Array *)p_src;
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memnew_placement(dest, Array(*src));
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}
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void GDAPI godot_array_new_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca) {
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Array *dest = (Array *)r_dest;
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PoolVector<Color> *pca = (PoolVector<Color> *)p_pca;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a) {
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Array *dest = (Array *)r_dest;
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PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a) {
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Array *dest = (Array *)r_dest;
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PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa) {
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Array *dest = (Array *)r_dest;
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PoolVector<String> *pca = (PoolVector<String> *)p_psa;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra) {
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Array *dest = (Array *)r_dest;
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PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia) {
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Array *dest = (Array *)r_dest;
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PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_byte_array *p_pba) {
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Array *dest = (Array *)r_dest;
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PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba;
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memnew_placement(dest, Array);
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dest->resize(pca->size());
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for (size_t i = 0; i < dest->size(); i++) {
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Variant v = pca->operator[](i);
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dest->operator[](i) = v;
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}
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}
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void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value) {
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Array *self = (Array *)p_self;
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Variant *val = (Variant *)p_value;
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self->operator[](p_idx) = *val;
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}
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godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx) {
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godot_variant raw_dest;
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Variant *dest = (Variant *)&raw_dest;
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const Array *self = (const Array *)p_self;
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memnew_placement(dest, Variant(self->operator[](p_idx)));
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return raw_dest;
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}
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godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx) {
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Array *self = (Array *)p_self;
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return (godot_variant *)&self->operator[](p_idx);
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}
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void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value) {
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Array *self = (Array *)p_self;
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Variant *val = (Variant *)p_value;
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self->append(*val);
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}
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void GDAPI godot_array_clear(godot_array *p_self) {
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Array *self = (Array *)p_self;
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self->clear();
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}
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godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value) {
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const Array *self = (const Array *)p_self;
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const Variant *val = (const Variant *)p_value;
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return self->count(*val);
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}
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godot_bool GDAPI godot_array_empty(const godot_array *p_self) {
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const Array *self = (const Array *)p_self;
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return self->empty();
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}
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void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value) {
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Array *self = (Array *)p_self;
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const Variant *val = (const Variant *)p_value;
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self->erase(*val);
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}
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godot_variant GDAPI godot_array_front(const godot_array *p_self) {
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const Array *self = (const Array *)p_self;
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godot_variant v;
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Variant *val = (Variant *)&v;
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memnew_placement(val, Variant);
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*val = self->front();
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return v;
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}
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godot_variant GDAPI godot_array_back(const godot_array *p_self) {
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const Array *self = (const Array *)p_self;
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godot_variant v;
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Variant *val = (Variant *)&v;
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memnew_placement(val, Variant);
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*val = self->back();
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return v;
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}
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godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from) {
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const Array *self = (const Array *)p_self;
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const Variant *val = (const Variant *)p_what;
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return self->find(*val, p_from);
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}
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godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what) {
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const Array *self = (const Array *)p_self;
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const Variant *val = (const Variant *)p_what;
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return self->find_last(*val);
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}
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godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value) {
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const Array *self = (const Array *)p_self;
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const Variant *val = (const Variant *)p_value;
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return self->has(*val);
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}
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godot_int GDAPI godot_array_hash(const godot_array *p_self) {
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const Array *self = (const Array *)p_self;
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return self->hash();
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}
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void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value) {
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Array *self = (Array *)p_self;
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const Variant *val = (const Variant *)p_value;
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self->insert(p_pos, *val);
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}
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void GDAPI godot_array_invert(godot_array *p_self) {
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Array *self = (Array *)p_self;
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self->invert();
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}
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godot_variant GDAPI godot_array_pop_back(godot_array *p_self) {
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Array *self = (Array *)p_self;
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godot_variant v;
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Variant *val = (Variant *)&v;
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memnew_placement(val, Variant);
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*val = self->pop_back();
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return v;
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}
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godot_variant GDAPI godot_array_pop_front(godot_array *p_self) {
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Array *self = (Array *)p_self;
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godot_variant v;
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Variant *val = (Variant *)&v;
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memnew_placement(val, Variant);
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*val = self->pop_front();
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return v;
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}
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void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value) {
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Array *self = (Array *)p_self;
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const Variant *val = (const Variant *)p_value;
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self->push_back(*val);
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}
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void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value) {
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Array *self = (Array *)p_self;
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const Variant *val = (const Variant *)p_value;
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self->push_front(*val);
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}
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void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx) {
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Array *self = (Array *)p_self;
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self->remove(p_idx);
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}
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void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size) {
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Array *self = (Array *)p_self;
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self->resize(p_size);
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}
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godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from) {
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const Array *self = (const Array *)p_self;
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const Variant *val = (const Variant *)p_what;
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return self->rfind(*val, p_from);
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}
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godot_int GDAPI godot_array_size(const godot_array *p_self) {
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const Array *self = (const Array *)p_self;
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return self->size();
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}
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void GDAPI godot_array_sort(godot_array *p_self) {
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Array *self = (Array *)p_self;
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self->sort();
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}
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void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func) {
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Array *self = (Array *)p_self;
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const String *func = (const String *)p_func;
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self->sort_custom((Object *)p_obj, *func);
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}
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void GDAPI godot_array_destroy(godot_array *p_self) {
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((Array *)p_self)->~Array();
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}
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#ifdef __cplusplus
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}
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#endif
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