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#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
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