181 lines
7.1 KiB
C++
181 lines
7.1 KiB
C++
/*************************************************************************/
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/* dictionary.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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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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#include "gdnative/dictionary.h"
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#include "core/variant.h"
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// core/variant.h before to avoid compile errors with MSVC
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#include "core/dictionary.h"
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#include "core/io/json.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GDAPI godot_dictionary_new(godot_dictionary *r_dest) {
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Dictionary *dest = (Dictionary *)r_dest;
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memnew_placement(dest, Dictionary);
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}
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void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src) {
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Dictionary *dest = (Dictionary *)r_dest;
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const Dictionary *src = (const Dictionary *)p_src;
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memnew_placement(dest, Dictionary(*src));
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}
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void GDAPI godot_dictionary_destroy(godot_dictionary *p_self) {
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Dictionary *self = (Dictionary *)p_self;
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self->~Dictionary();
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}
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godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self) {
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const Dictionary *self = (const Dictionary *)p_self;
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return self->size();
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}
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godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self) {
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const Dictionary *self = (const Dictionary *)p_self;
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return self->empty();
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}
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void GDAPI godot_dictionary_clear(godot_dictionary *p_self) {
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Dictionary *self = (Dictionary *)p_self;
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self->clear();
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}
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godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key) {
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const Dictionary *self = (const Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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return self->has(*key);
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}
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godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys) {
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const Dictionary *self = (const Dictionary *)p_self;
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const Array *keys = (const Array *)p_keys;
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return self->has_all(*keys);
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}
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void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key) {
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Dictionary *self = (Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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self->erase(*key);
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}
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godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self) {
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const Dictionary *self = (const Dictionary *)p_self;
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return self->hash();
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}
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godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self) {
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godot_array dest;
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const Dictionary *self = (const Dictionary *)p_self;
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memnew_placement(&dest, Array(self->keys()));
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return dest;
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}
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godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self) {
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godot_array dest;
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const Dictionary *self = (const Dictionary *)p_self;
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memnew_placement(&dest, Array(self->values()));
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return dest;
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}
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godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key) {
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godot_variant raw_dest;
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Variant *dest = (Variant *)&raw_dest;
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const Dictionary *self = (const Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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memnew_placement(dest, Variant(self->operator[](*key)));
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return raw_dest;
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}
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void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value) {
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Dictionary *self = (Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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const Variant *value = (const Variant *)p_value;
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self->operator[](*key) = *value;
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}
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godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key) {
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Dictionary *self = (Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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return (godot_variant *)&self->operator[](*key);
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}
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const godot_variant GDAPI *godot_dictionary_operator_index_const(const godot_dictionary *p_self, const godot_variant *p_key) {
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const Dictionary *self = (const Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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return (const godot_variant *)&self->operator[](*key);
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}
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godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key) {
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Dictionary *self = (Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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return (godot_variant *)self->next(key);
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}
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godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b) {
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const Dictionary *self = (const Dictionary *)p_self;
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const Dictionary *b = (const Dictionary *)p_b;
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return *self == *b;
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}
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godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self) {
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godot_string raw_dest;
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String *dest = (String *)&raw_dest;
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const Dictionary *self = (const Dictionary *)p_self;
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memnew_placement(dest, String(JSON::print(Variant(*self))));
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return raw_dest;
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}
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// GDNative core 1.1
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godot_bool GDAPI godot_dictionary_erase_with_return(godot_dictionary *p_self, const godot_variant *p_key) {
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Dictionary *self = (Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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return self->erase(*key);
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}
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godot_variant GDAPI godot_dictionary_get_with_default(const godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_default) {
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const Dictionary *self = (const Dictionary *)p_self;
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const Variant *key = (const Variant *)p_key;
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const Variant *def = (const Variant *)p_default;
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godot_variant raw_dest;
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Variant *dest = (Variant *)&raw_dest;
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memnew_placement(dest, Variant(self->get(*key, *def)));
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return raw_dest;
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}
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#ifdef __cplusplus
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}
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#endif
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