#include "Array.hpp" #include "GodotGlobal.hpp" #include "Variant.hpp" #include 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); return *(Variant *)v; } 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 *(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) { return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from); } int Array::find_last(const Variant &what) { 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) { 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