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authorGeorge Marques <george@gmarqu.es>2021-08-18 11:03:52 -0300
committerBastiaan Olij <mux213@gmail.com>2021-09-27 23:08:08 +1000
commite4ed48976a962b67e9585cc2d20d11f115ef7949 (patch)
tree7830ad6926b5cd14a91784b07c2eff5b77e3f533 /src/core/Array.cpp
parentee708668944430a7f1d69e8faf7b3f3160432dc2 (diff)
downloadredot-cpp-e4ed48976a962b67e9585cc2d20d11f115ef7949.tar.gz
Replace bindgins to work with extensions
Diffstat (limited to 'src/core/Array.cpp')
-rw-r--r--src/core/Array.cpp226
1 files changed, 0 insertions, 226 deletions
diff --git a/src/core/Array.cpp b/src/core/Array.cpp
deleted file mode 100644
index 9768387..0000000
--- a/src/core/Array.cpp
+++ /dev/null
@@ -1,226 +0,0 @@
-/*************************************************************************/
-/* Array.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 "Array.hpp"
-#include "GodotGlobal.hpp"
-#include "Variant.hpp"
-
-#include <cstdlib>
-
-namespace godot {
-
-class Object;
-
-Array::Array() {
- godot::api->godot_array_new(&_godot_array);
-}
-
-Array::Array(const Array &other) {
- godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
-}
-
-Array &Array::operator=(const Array &other) {
- godot::api->godot_array_destroy(&_godot_array);
- godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
- return *this;
-}
-
-Array::Array(const PoolByteArray &a) {
- godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a);
-}
-
-Array::Array(const PoolIntArray &a) {
- godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a);
-}
-
-Array::Array(const PoolRealArray &a) {
- godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a);
-}
-
-Array::Array(const PoolStringArray &a) {
- godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a);
-}
-
-Array::Array(const PoolVector2Array &a) {
- godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a);
-}
-
-Array::Array(const PoolVector3Array &a) {
- godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a);
-}
-
-Array::Array(const PoolColorArray &a) {
- godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a);
-}
-
-Variant &Array::operator[](const int idx) {
- godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
- // We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array,
- // so can return a reference without constructing a Variant
- return *reinterpret_cast<Variant *>(v);
-}
-
-const Variant &Array::operator[](const int idx) const {
- // Yes, I'm casting away the const... you can hate me now.
- // since the result is
- godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
- return *reinterpret_cast<const Variant *>(v);
-}
-
-void Array::append(const Variant &v) {
- godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
-}
-
-void Array::clear() {
- godot::api->godot_array_clear(&_godot_array);
-}
-
-int Array::count(const Variant &v) {
- return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
-}
-
-bool Array::empty() const {
- return godot::api->godot_array_empty(&_godot_array);
-}
-
-void Array::erase(const Variant &v) {
- godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
-}
-
-Variant Array::front() const {
- godot_variant v = godot::api->godot_array_front(&_godot_array);
- return Variant(v);
-}
-
-Variant Array::back() const {
- godot_variant v = godot::api->godot_array_back(&_godot_array);
- return Variant(v);
-}
-
-int Array::find(const Variant &what, const int from) const {
- return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
-}
-
-int Array::find_last(const Variant &what) const {
- return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
-}
-
-bool Array::has(const Variant &what) const {
- return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
-}
-
-uint32_t Array::hash() const {
- return godot::api->godot_array_hash(&_godot_array);
-}
-
-void Array::insert(const int pos, const Variant &value) {
- godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
-}
-
-void Array::invert() {
- godot::api->godot_array_invert(&_godot_array);
-}
-
-Variant Array::pop_back() {
- godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
- return Variant(v);
-}
-
-Variant Array::pop_front() {
- godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
- return Variant(v);
-}
-
-void Array::push_back(const Variant &v) {
- godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v);
-}
-
-void Array::push_front(const Variant &v) {
- godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
-}
-
-void Array::remove(const int idx) {
- godot::api->godot_array_remove(&_godot_array, idx);
-}
-
-int Array::size() const {
- return godot::api->godot_array_size(&_godot_array);
-}
-
-void Array::resize(const int size) {
- godot::api->godot_array_resize(&_godot_array, size);
-}
-
-int Array::rfind(const Variant &what, const int from) const {
- return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
-}
-
-void Array::sort() {
- godot::api->godot_array_sort(&_godot_array);
-}
-
-void Array::sort_custom(Object *obj, const String &func) {
- godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
-}
-
-int Array::bsearch(const Variant &value, const bool before) {
- return godot::api->godot_array_bsearch(&_godot_array, (godot_variant *)&value, before);
-}
-
-int Array::bsearch_custom(const Variant &value, const Object *obj,
- const String &func, const bool before) {
- return godot::api->godot_array_bsearch_custom(&_godot_array, (godot_variant *)&value,
- (godot_object *)obj, (godot_string *)&func, before);
-}
-
-Array Array::duplicate(const bool deep) const {
- godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep);
- return Array(arr);
-}
-
-Variant Array::max() const {
- godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array);
- return Variant(v);
-}
-
-Variant Array::min() const {
- godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array);
- return Variant(v);
-}
-
-void Array::shuffle() {
- godot::core_1_1_api->godot_array_shuffle(&_godot_array);
-}
-
-Array::~Array() {
- godot::api->godot_array_destroy(&_godot_array);
-}
-
-} // namespace godot