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

138 lines
5.1 KiB
C++

/*************************************************************************/
/* godot_dictionary.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_dictionary.h"
#include "core/dictionary.h"
#include "core/os/memory.h"
#include "core/io/json.h"
#ifdef __cplusplus
extern "C" {
#endif
void _dictionary_api_anchor() {
}
void GDAPI godot_dictionary_new(godot_dictionary *p_dict) {
Dictionary *dict = (Dictionary *)p_dict;
memnew_placement(dict, Dictionary);
}
void GDAPI godot_dictionary_clear(godot_dictionary *p_dict) {
Dictionary *dict = (Dictionary *)p_dict;
dict->clear();
}
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
return dict->empty();
}
void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key) {
Dictionary *dict = (Dictionary *)p_dict;
Variant *key = (Variant *)p_key;
dict->erase(*key);
}
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key) {
const Dictionary *dict = (const Dictionary *)p_dict;
const Variant *key = (const Variant *)p_key;
return dict->has(*key);
}
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys) {
const Dictionary *dict = (const Dictionary *)p_dict;
const Array *keys = (const Array *)p_keys;
return dict->has_all(*keys);
}
uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
return dict->hash();
}
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict) {
godot_array a;
godot_array_new(&a);
const Dictionary *dict = (const Dictionary *)p_dict;
Array *array = (Array *)&a;
*array = dict->keys();
return a;
}
godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json) {
Dictionary *dict = (Dictionary *)p_dict;
const String *json = (const String *)p_json;
Variant ret;
int err_line;
String err_str;
int err = (int)JSON::parse(*json, ret, err_str, err_line);
*dict = ret;
return err;
}
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key) {
Dictionary *dict = (Dictionary *)p_dict;
Variant *key = (Variant *)p_key;
return (godot_variant *)&dict->operator[](*key);
}
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
return dict->size();
}
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
godot_string str;
godot_string_new(&str);
String *s = (String *)&str;
*s = JSON::print(Variant(*dict));
return str;
}
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict) {
godot_array a;
godot_array_new(&a);
const Dictionary *dict = (const Dictionary *)p_dict;
Array *array = (Array *)&a;
*array = dict->values();
return a;
}
void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict) {
((Dictionary *)p_dict)->~Dictionary();
}
#ifdef __cplusplus
}
#endif