49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
147 lines
6.5 KiB
C++
147 lines
6.5 KiB
C++
/*************************************************************************/
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/* array.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_ARRAY_H
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#define GODOT_ARRAY_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_ARRAY_SIZE sizeof(void *)
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#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_ARRAY_SIZE];
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} godot_array;
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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/pool_arrays.h>
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#include <gdnative/variant.h>
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#include <gdnative/gdnative.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_array_new(godot_array *r_dest);
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void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src);
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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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void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a);
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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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void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa);
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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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void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia);
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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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void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value);
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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 GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx);
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const godot_variant GDAPI *godot_array_operator_index_const(const godot_array *p_self, const godot_int p_idx);
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void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value);
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void GDAPI godot_array_clear(godot_array *p_self);
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godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value);
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godot_bool GDAPI godot_array_empty(const godot_array *p_self);
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void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value);
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godot_variant GDAPI godot_array_front(const godot_array *p_self);
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godot_variant GDAPI godot_array_back(const godot_array *p_self);
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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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godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what);
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godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value);
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godot_int GDAPI godot_array_hash(const godot_array *p_self);
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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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void GDAPI godot_array_invert(godot_array *p_self);
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godot_variant GDAPI godot_array_pop_back(godot_array *p_self);
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godot_variant GDAPI godot_array_pop_front(godot_array *p_self);
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void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value);
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void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value);
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void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx);
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void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size);
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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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godot_int GDAPI godot_array_size(const godot_array *p_self);
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void GDAPI godot_array_sort(godot_array *p_self);
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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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godot_int GDAPI godot_array_bsearch(godot_array *p_self, const godot_variant *p_value, const godot_bool p_before);
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godot_int GDAPI godot_array_bsearch_custom(godot_array *p_self, const godot_variant *p_value, godot_object *p_obj, const godot_string *p_func, const godot_bool p_before);
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void GDAPI godot_array_destroy(godot_array *p_self);
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godot_array GDAPI godot_array_duplicate(const godot_array *p_self, const godot_bool p_deep);
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godot_array GDAPI godot_array_slice(const godot_array *p_self, const godot_int p_begin, const godot_int p_end, const godot_int p_step, const godot_bool p_deep);
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godot_variant GDAPI godot_array_max(const godot_array *p_self);
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godot_variant GDAPI godot_array_min(const godot_array *p_self);
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void GDAPI godot_array_shuffle(godot_array *p_self);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_ARRAY_H
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