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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!
279 lines
6.1 KiB
C++
279 lines
6.1 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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/* 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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#include "dictionary.h"
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#include "safe_refcount.h"
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#include "variant.h"
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#include "io/json.h"
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struct _DictionaryVariantHash {
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static _FORCE_INLINE_ uint32_t hash(const Variant &p_variant) { return p_variant.hash(); }
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};
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struct DictionaryPrivate {
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SafeRefCount refcount;
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HashMap<Variant,Variant,_DictionaryVariantHash> variant_map;
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bool shared;
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};
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void Dictionary::get_key_list( List<Variant> *p_keys) const {
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_p->variant_map.get_key_list(p_keys);
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}
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void Dictionary::_copy_on_write() const {
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//make a copy of what we have
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if (_p->shared)
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return;
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DictionaryPrivate *p = memnew(DictionaryPrivate);
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p->shared=_p->shared;
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p->variant_map=_p->variant_map;
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p->refcount.init();
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_unref();
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_p=p;
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}
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Variant& Dictionary::operator[](const Variant& p_key) {
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_copy_on_write();
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return _p->variant_map[p_key];
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}
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const Variant& Dictionary::operator[](const Variant& p_key) const {
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return _p->variant_map[p_key];
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}
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const Variant* Dictionary::getptr(const Variant& p_key) const {
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return _p->variant_map.getptr(p_key);
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}
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Variant* Dictionary::getptr(const Variant& p_key) {
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_copy_on_write();
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return _p->variant_map.getptr(p_key);
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}
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Variant Dictionary::get_valid(const Variant& p_key) const {
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const Variant *v = getptr(p_key);
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if (!v)
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return Variant();
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return *v;
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}
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int Dictionary::size() const {
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return _p->variant_map.size();
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}
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bool Dictionary::empty() const {
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return !_p->variant_map.size();
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}
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bool Dictionary::has(const Variant& p_key) const {
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return _p->variant_map.has(p_key);
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}
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bool Dictionary::has_all(const Array& p_keys) const {
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for (int i=0;i<p_keys.size();i++) {
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if( !has(p_keys[i]) ) {
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return false;
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}
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}
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return true;
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}
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void Dictionary::erase(const Variant& p_key) {
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_copy_on_write();
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_p->variant_map.erase(p_key);
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}
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bool Dictionary::operator==(const Dictionary& p_dictionary) const {
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return _p==p_dictionary._p;
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}
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void Dictionary::_ref(const Dictionary& p_from) const {
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//make a copy first (thread safe)
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if (!p_from._p->refcount.ref())
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return; // couldn't copy
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//if this is the same, unreference the other one
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if (p_from._p==_p) {
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_p->refcount.unref();
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return;
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}
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if (_p)
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_unref();
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_p=p_from._p;
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}
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void Dictionary::clear() {
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_copy_on_write();
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_p->variant_map.clear();
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}
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bool Dictionary::is_shared() const {
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return _p->shared;
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}
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void Dictionary::_unref() const {
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ERR_FAIL_COND(!_p);
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if (_p->refcount.unref()) {
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memdelete(_p);
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}
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_p=NULL;
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}
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uint32_t Dictionary::hash() const {
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uint32_t h=hash_djb2_one_32(Variant::DICTIONARY);
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List<Variant> keys;
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get_key_list(&keys);
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for (List<Variant>::Element *E=keys.front();E;E=E->next()) {
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h = hash_djb2_one_32( E->get().hash(), h);
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h = hash_djb2_one_32( operator[](E->get()).hash(), h);
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}
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return h;
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}
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Array Dictionary::keys() const {
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Array karr;
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karr.resize(size());
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const Variant *K=NULL;
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int idx=0;
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while((K=next(K))) {
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karr[idx++]=(*K);
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}
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return karr;
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}
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Array Dictionary::values() const {
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Array varr;
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varr.resize(size());
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const Variant *key=NULL;
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int i=0;
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while((key=next(key))){
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varr[i++] = _p->variant_map[*key];
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}
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return varr;
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}
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const Variant* Dictionary::next(const Variant* p_key) const {
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return _p->variant_map.next(p_key);
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}
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Error Dictionary::parse_json(const String& p_json) {
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String errstr;
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int errline=0;
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if (p_json != ""){
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Error err = JSON::parse(p_json,*this,errstr,errline);
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if (err!=OK) {
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ERR_EXPLAIN("Error parsing JSON: "+errstr+" at line: "+itos(errline));
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ERR_FAIL_COND_V(err!=OK,err);
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}
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}
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return OK;
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}
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Dictionary Dictionary::copy() const {
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Dictionary n(is_shared());
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List<Variant> keys;
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get_key_list(&keys);
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for(List<Variant>::Element *E=keys.front();E;E=E->next()) {
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n[E->get()]=operator[](E->get());
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}
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return n;
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}
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String Dictionary::to_json() const {
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return JSON::print(*this);
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}
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void Dictionary::operator=(const Dictionary& p_dictionary) {
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_ref(p_dictionary);
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}
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Dictionary::Dictionary(const Dictionary& p_from) {
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_p=NULL;
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_ref(p_from);
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}
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Dictionary::Dictionary(bool p_shared) {
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_p=memnew( DictionaryPrivate );
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_p->refcount.init();
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_p->shared=p_shared;
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}
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Dictionary::~Dictionary() {
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_unref();
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}
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