c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
96 lines
3.5 KiB
C++
96 lines
3.5 KiB
C++
/*************************************************************************/
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/* array.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef ARRAY_H
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#define ARRAY_H
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#include "typedefs.h"
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class Variant;
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class ArrayPrivate;
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class Object;
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class StringName;
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class Array {
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mutable ArrayPrivate *_p;
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void _ref(const Array& p_from) const;
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void _unref() const;
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public:
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Variant& operator[](int p_idx);
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const Variant& operator[](int p_idx) const;
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void set(int p_idx,const Variant& p_value);
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const Variant& get(int p_idx) const;
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int size() const;
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bool empty() const;
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void clear();
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bool is_shared() const;
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bool operator==(const Array& p_array) const;
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uint32_t hash() const;
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void operator=(const Array& p_array);
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void push_back(const Variant& p_value);
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_FORCE_INLINE_ void append(const Variant& p_value) { push_back(p_value); } //for python compatibility
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Error resize(int p_new_size);
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void insert(int p_pos, const Variant& p_value);
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void remove(int p_pos);
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Variant front() const;
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Variant back() const;
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void sort();
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void sort_custom(Object *p_obj,const StringName& p_function);
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void invert();
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int find(const Variant& p_value, int p_from=0) const;
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int rfind(const Variant& p_value, int p_from=-1) const;
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int find_last(const Variant& p_value) const;
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int count(const Variant& p_value) const;
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bool has(const Variant& p_value) const;
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void erase(const Variant& p_value);
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void push_front(const Variant& p_value);
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Variant pop_back();
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Variant pop_front();
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Array(const Array& p_from);
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Array(bool p_shared=false);
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~Array();
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};
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#endif // ARRAY_H
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