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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
110 lines
4.0 KiB
C++
110 lines
4.0 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef ARRAY_H
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#define ARRAY_H
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#include "core/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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int _clamp_index(int p_index) const;
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static int _fix_slice_index(int p_index, int p_arr_len, int p_top_mod);
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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 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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Array &sort();
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Array &sort_custom(Object *p_obj, const StringName &p_function);
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void shuffle();
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int bsearch(const Variant &p_value, bool p_before = true);
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int bsearch_custom(const Variant &p_value, Object *p_obj, const StringName &p_function, bool p_before = true);
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Array &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 duplicate(bool p_deep = false) const;
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Array slice(int p_begin, int p_end, int p_step = 1, bool p_deep = false) const;
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Variant min() const;
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Variant max() const;
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const void *id() const;
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Array(const Array &p_from);
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Array();
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~Array();
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};
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#endif // ARRAY_H
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