virtualx-engine/modules/gdnative/godot/godot_array.cpp
2017-04-09 21:07:53 +02:00

300 lines
9.2 KiB
C++

/*************************************************************************/
/* godot_array.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_array.h"
#include "core/array.h"
#include "core/os/memory.h"
#include "core/color.h"
#include "core/dvector.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
void _array_api_anchor() {
}
void GDAPI godot_array_new(godot_array *p_arr) {
Array *a = (Array *)p_arr;
memnew_placement(a, Array);
}
void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca) {
Array *a = (Array *)p_arr;
PoolVector<Color> *pca = (PoolVector<Color> *)p_pca;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a) {
Array *a = (Array *)p_arr;
PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a) {
Array *a = (Array *)p_arr;
PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa) {
Array *a = (Array *)p_arr;
PoolVector<String> *pca = (PoolVector<String> *)p_psa;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra) {
Array *a = (Array *)p_arr;
PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia) {
Array *a = (Array *)p_arr;
PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba) {
Array *a = (Array *)p_arr;
PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->operator[](p_idx) = *val;
}
godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx) {
Array *a = (Array *)p_arr;
return (godot_variant *)&a->operator[](p_idx);
}
void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->append(*val);
}
void GDAPI godot_array_clear(godot_array *p_arr) {
Array *a = (Array *)p_arr;
a->clear();
}
godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
return a->count(*val);
}
godot_bool GDAPI godot_array_empty(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return a->empty();
}
void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->erase(*val);
}
godot_variant GDAPI godot_array_front(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->front();
return v;
}
godot_variant GDAPI godot_array_back(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->back();
return v;
}
godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_what;
return a->find(*val, p_from);
}
godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_what;
return a->find_last(*val);
}
godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
return a->has(*val);
}
uint32_t GDAPI godot_array_hash(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return a->hash();
}
void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->insert(p_pos, *val);
}
void GDAPI godot_array_invert(godot_array *p_arr) {
Array *a = (Array *)p_arr;
a->invert();
}
godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return false; // @Todo how do I do it?
}
godot_variant GDAPI godot_array_pop_back(godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->pop_back();
return v;
}
godot_variant GDAPI godot_array_pop_front(godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->pop_front();
return v;
}
void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->push_back(*val);
}
void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->push_front(*val);
}
void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx) {
Array *a = (Array *)p_arr;
a->remove(p_idx);
}
void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size) {
Array *a = (Array *)p_arr;
a->resize(p_size);
}
godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_what;
return a->rfind(*val, p_from);
}
godot_int GDAPI godot_array_size(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return a->size();
}
void GDAPI godot_array_sort(godot_array *p_arr) {
Array *a = (Array *)p_arr;
a->sort();
}
void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func) {
Array *a = (Array *)p_arr;
String *func = (String *)p_func;
a->sort_custom((Object *)p_obj, *func);
}
void GDAPI godot_array_destroy(godot_array *p_arr) {
((Array *)p_arr)->~Array();
}
#ifdef __cplusplus
}
#endif