Merge pull request #50867 from aaronfranke/cs-array-empty
Add documentation to Array in C#
This commit is contained in:
commit
0c68ccecda
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@ -25,16 +25,30 @@ namespace Godot.Collections
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}
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}
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/// <summary>
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/// Wrapper around Godot's Array class, an array of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// interfacing with the engine. Otherwise prefer .NET collections
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/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
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/// </summary>
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public class Array : IList, IDisposable
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{
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ArraySafeHandle safeHandle;
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bool disposed = false;
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/// <summary>
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/// Constructs a new empty <see cref="Array"/>.
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/// </summary>
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public Array()
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{
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safeHandle = new ArraySafeHandle(godot_icall_Array_Ctor());
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}
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/// <summary>
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/// Constructs a new <see cref="Array"/> from the given collection's elements.
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/// </summary>
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/// <param name="collection">The collection of elements to construct from.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(IEnumerable collection) : this()
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{
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if (collection == null)
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@ -44,6 +58,11 @@ namespace Godot.Collections
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Add(element);
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}
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/// <summary>
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/// Constructs a new <see cref="Array"/> from the given objects.
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/// </summary>
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/// <param name="array">The objects to put in the new array.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(params object[] array) : this()
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{
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if (array == null)
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@ -71,21 +90,40 @@ namespace Godot.Collections
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return safeHandle.DangerousGetHandle();
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}
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/// <summary>
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/// Duplicates this <see cref="Array"/>.
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/// </summary>
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/// <param name="deep">If true, performs a deep copy.</param>
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/// <returns>A new Godot Array.</returns>
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public Array Duplicate(bool deep = false)
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{
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return new Array(godot_icall_Array_Duplicate(GetPtr(), deep));
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}
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/// <summary>
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/// Resizes this <see cref="Array"/> to the given size.
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/// </summary>
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/// <param name="newSize">The new size of the array.</param>
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/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
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public Error Resize(int newSize)
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{
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return godot_icall_Array_Resize(GetPtr(), newSize);
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}
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/// <summary>
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/// Shuffles the contents of this <see cref="Array"/> into a random order.
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/// </summary>
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public void Shuffle()
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{
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godot_icall_Array_Shuffle(GetPtr());
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}
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/// <summary>
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/// Concatenates these two <see cref="Array"/>s.
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/// </summary>
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/// <param name="left">The first array.</param>
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/// <param name="right">The second array.</param>
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/// <returns>A new Godot Array with the contents of both arrays.</returns>
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public static Array operator +(Array left, Array right)
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{
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return new Array(godot_icall_Array_Concatenate(left.GetPtr(), right.GetPtr()));
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@ -93,6 +131,9 @@ namespace Godot.Collections
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// IDisposable
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/// <summary>
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/// Disposes of this <see cref="Array"/>.
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/// </summary>
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public void Dispose()
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{
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if (disposed)
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@ -109,38 +150,90 @@ namespace Godot.Collections
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// IList
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public bool IsReadOnly => false;
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bool IList.IsReadOnly => false;
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public bool IsFixedSize => false;
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bool IList.IsFixedSize => false;
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/// <summary>
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/// Returns the object at the given index.
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/// </summary>
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/// <value>The object at the given index.</value>
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public object this[int index]
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{
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get => godot_icall_Array_At(GetPtr(), index);
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set => godot_icall_Array_SetAt(GetPtr(), index, value);
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}
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/// <summary>
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/// Adds an object to the end of this <see cref="Array"/>.
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/// This is the same as `append` or `push_back` in GDScript.
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/// </summary>
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/// <param name="value">The object to add.</param>
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/// <returns>The new size after adding the object.</returns>
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public int Add(object value) => godot_icall_Array_Add(GetPtr(), value);
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/// <summary>
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/// Checks if this <see cref="Array"/> contains the given object.
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/// </summary>
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/// <param name="value">The item to look for.</param>
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/// <returns>Whether or not this array contains the given object.</returns>
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public bool Contains(object value) => godot_icall_Array_Contains(GetPtr(), value);
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/// <summary>
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/// Erases all items from this <see cref="Array"/>.
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/// </summary>
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public void Clear() => godot_icall_Array_Clear(GetPtr());
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/// <summary>
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/// Searches this <see cref="Array"/> for an object
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/// and returns its index or -1 if not found.
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/// </summary>
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/// <param name="value">The object to search for.</param>
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/// <returns>The index of the object, or -1 if not found.</returns>
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public int IndexOf(object value) => godot_icall_Array_IndexOf(GetPtr(), value);
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/// <summary>
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/// Inserts a new object at a given position in the array.
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/// The position must be a valid position of an existing item,
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/// or the position at the end of the array.
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/// Existing items will be moved to the right.
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/// </summary>
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/// <param name="index">The index to insert at.</param>
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/// <param name="value">The object to insert.</param>
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public void Insert(int index, object value) => godot_icall_Array_Insert(GetPtr(), index, value);
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/// <summary>
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/// Removes the first occurrence of the specified value
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/// from this <see cref="Array"/>.
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/// </summary>
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/// <param name="value">The value to remove.</param>
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public void Remove(object value) => godot_icall_Array_Remove(GetPtr(), value);
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/// <summary>
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/// Removes an element from this <see cref="Array"/> by index.
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/// </summary>
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/// <param name="index">The index of the element to remove.</param>
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public void RemoveAt(int index) => godot_icall_Array_RemoveAt(GetPtr(), index);
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// ICollection
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/// <summary>
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/// Returns the number of elements in this <see cref="Array"/>.
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/// This is also known as the size or length of the array.
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/// </summary>
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/// <returns>The number of elements.</returns>
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public int Count => godot_icall_Array_Count(GetPtr());
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public object SyncRoot => this;
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object ICollection.SyncRoot => this;
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public bool IsSynchronized => false;
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bool ICollection.IsSynchronized => false;
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/// <summary>
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/// Copies the elements of this <see cref="Array"/> to the given
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/// untyped C# array, starting at the given index.
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/// </summary>
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/// <param name="array">The array to copy to.</param>
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/// <param name="index">The index to start at.</param>
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public void CopyTo(System.Array array, int index)
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{
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if (array == null)
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@ -155,6 +248,10 @@ namespace Godot.Collections
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// IEnumerable
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/// <summary>
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/// Gets an enumerator for this <see cref="Array"/>.
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/// </summary>
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/// <returns>An enumerator.</returns>
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public IEnumerator GetEnumerator()
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{
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int count = Count;
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@ -165,6 +262,10 @@ namespace Godot.Collections
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}
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}
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/// <summary>
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/// Converts this <see cref="Array"/> to a string.
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/// </summary>
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/// <returns>A string representation of this array.</returns>
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public override string ToString()
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{
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return godot_icall_Array_ToString(GetPtr());
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@ -234,6 +335,13 @@ namespace Godot.Collections
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internal extern static string godot_icall_Array_ToString(IntPtr ptr);
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}
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/// <summary>
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/// Typed wrapper around Godot's Array class, an array of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// interfacing with the engine. Otherwise prefer .NET collections
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/// such as arrays or <see cref="List{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of the array.</typeparam>
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public class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>
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{
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Array objectArray;
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@ -246,11 +354,19 @@ namespace Godot.Collections
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Array.godot_icall_Array_Generic_GetElementTypeInfo(typeof(T), out elemTypeEncoding, out elemTypeClass);
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}
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/// <summary>
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/// Constructs a new empty <see cref="Array{T}"/>.
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/// </summary>
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public Array()
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{
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objectArray = new Array();
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}
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/// <summary>
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/// Constructs a new <see cref="Array{T}"/> from the given collection's elements.
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/// </summary>
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/// <param name="collection">The collection of elements to construct from.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(IEnumerable<T> collection)
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{
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if (collection == null)
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@ -259,6 +375,11 @@ namespace Godot.Collections
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objectArray = new Array(collection);
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}
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/// <summary>
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/// Constructs a new <see cref="Array{T}"/> from the given items.
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/// </summary>
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/// <param name="array">The items to put in the new array.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(params T[] array) : this()
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{
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if (array == null)
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@ -268,6 +389,10 @@ namespace Godot.Collections
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objectArray = new Array(array);
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}
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/// <summary>
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/// Constructs a typed <see cref="Array{T}"/> from an untyped <see cref="Array"/>.
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/// </summary>
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/// <param name="array">The untyped array to construct from.</param>
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public Array(Array array)
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{
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objectArray = array;
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@ -288,26 +413,49 @@ namespace Godot.Collections
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return objectArray.GetPtr();
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}
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/// <summary>
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/// Converts this typed <see cref="Array{T}"/> to an untyped <see cref="Array"/>.
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/// </summary>
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/// <param name="from">The typed array to convert.</param>
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public static explicit operator Array(Array<T> from)
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{
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return from.objectArray;
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}
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/// <summary>
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/// Duplicates this <see cref="Array{T}"/>.
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/// </summary>
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/// <param name="deep">If true, performs a deep copy.</param>
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/// <returns>A new Godot Array.</returns>
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public Array<T> Duplicate(bool deep = false)
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{
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return new Array<T>(objectArray.Duplicate(deep));
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}
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/// <summary>
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/// Resizes this <see cref="Array{T}"/> to the given size.
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/// </summary>
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/// <param name="newSize">The new size of the array.</param>
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/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
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public Error Resize(int newSize)
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{
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return objectArray.Resize(newSize);
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}
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/// <summary>
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/// Shuffles the contents of this <see cref="Array{T}"/> into a random order.
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/// </summary>
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public void Shuffle()
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{
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objectArray.Shuffle();
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}
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/// <summary>
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/// Concatenates these two <see cref="Array{T}"/>s.
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/// </summary>
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/// <param name="left">The first array.</param>
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/// <param name="right">The second array.</param>
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/// <returns>A new Godot Array with the contents of both arrays.</returns>
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public static Array<T> operator +(Array<T> left, Array<T> right)
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{
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return new Array<T>(left.objectArray + right.objectArray);
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@ -315,22 +463,44 @@ namespace Godot.Collections
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// IList<T>
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/// <summary>
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/// Returns the value at the given index.
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/// </summary>
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/// <value>The value at the given index.</value>
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public T this[int index]
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{
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get { return (T)Array.godot_icall_Array_At_Generic(GetPtr(), index, elemTypeEncoding, elemTypeClass); }
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set { objectArray[index] = value; }
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}
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/// <summary>
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/// Searches this <see cref="Array{T}"/> for an item
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/// and returns its index or -1 if not found.
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/// </summary>
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/// <param name="item">The item to search for.</param>
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/// <returns>The index of the item, or -1 if not found.</returns>
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public int IndexOf(T item)
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{
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return objectArray.IndexOf(item);
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}
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/// <summary>
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/// Inserts a new item at a given position in the <see cref="Array{T}"/>.
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/// The position must be a valid position of an existing item,
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/// or the position at the end of the array.
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/// Existing items will be moved to the right.
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/// </summary>
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/// <param name="index">The index to insert at.</param>
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/// <param name="item">The item to insert.</param>
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public void Insert(int index, T item)
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{
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objectArray.Insert(index, item);
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}
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/// <summary>
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/// Removes an element from this <see cref="Array{T}"/> by index.
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/// </summary>
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/// <param name="index">The index of the element to remove.</param>
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public void RemoveAt(int index)
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{
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objectArray.RemoveAt(index);
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@ -338,31 +508,53 @@ namespace Godot.Collections
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// ICollection<T>
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/// <summary>
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/// Returns the number of elements in this <see cref="Array{T}"/>.
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/// This is also known as the size or length of the array.
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/// </summary>
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/// <returns>The number of elements.</returns>
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public int Count
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{
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get { return objectArray.Count; }
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}
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public bool IsReadOnly
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{
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get { return objectArray.IsReadOnly; }
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}
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bool ICollection<T>.IsReadOnly => false;
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/// <summary>
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/// Adds an item to the end of this <see cref="Array{T}"/>.
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/// This is the same as `append` or `push_back` in GDScript.
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/// </summary>
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/// <param name="item">The item to add.</param>
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/// <returns>The new size after adding the item.</returns>
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public void Add(T item)
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{
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objectArray.Add(item);
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}
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/// <summary>
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/// Erases all items from this <see cref="Array{T}"/>.
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/// </summary>
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public void Clear()
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{
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objectArray.Clear();
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}
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/// <summary>
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/// Checks if this <see cref="Array{T}"/> contains the given item.
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/// </summary>
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/// <param name="item">The item to look for.</param>
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/// <returns>Whether or not this array contains the given item.</returns>
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public bool Contains(T item)
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{
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return objectArray.Contains(item);
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}
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/// <summary>
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/// Copies the elements of this <see cref="Array{T}"/> to the given
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/// C# array, starting at the given index.
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/// </summary>
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/// <param name="array">The C# array to copy to.</param>
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/// <param name="arrayIndex">The index to start at.</param>
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public void CopyTo(T[] array, int arrayIndex)
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{
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if (array == null)
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@ -386,6 +578,12 @@ namespace Godot.Collections
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}
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}
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/// <summary>
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/// Removes the first occurrence of the specified value
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/// from this <see cref="Array{T}"/>.
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/// </summary>
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/// <param name="item">The value to remove.</param>
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/// <returns>A bool indicating success or failure.</returns>
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public bool Remove(T item)
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{
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return Array.godot_icall_Array_Remove(GetPtr(), item);
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@ -393,6 +591,10 @@ namespace Godot.Collections
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// IEnumerable<T>
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/// <summary>
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/// Gets an enumerator for this <see cref="Array{T}"/>.
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/// </summary>
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/// <returns>An enumerator.</returns>
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public IEnumerator<T> GetEnumerator()
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{
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int count = objectArray.Count;
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@ -408,6 +610,10 @@ namespace Godot.Collections
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return GetEnumerator();
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}
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/// <summary>
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/// Converts this <see cref="Array{T}"/> to a string.
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/// </summary>
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/// <returns>A string representation of this array.</returns>
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public override string ToString() => objectArray.ToString();
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}
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}
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