Files
godot-cpp/src/core/Dictionary.cpp
2022-04-04 12:28:54 +02:00

111 lines
4.4 KiB
C++

/*************************************************************************/
/* Dictionary.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Dictionary.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
namespace godot {
Dictionary::Dictionary() {
godot::api->godot_dictionary_new(&_godot_dictionary);
}
Dictionary::Dictionary(const Dictionary &other) {
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
}
Dictionary &Dictionary::operator=(const Dictionary &other) {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
return *this;
}
void Dictionary::clear() {
godot::api->godot_dictionary_clear(&_godot_dictionary);
}
bool Dictionary::empty() const {
return godot::api->godot_dictionary_empty(&_godot_dictionary);
}
void Dictionary::erase(const Variant &key) {
godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has(const Variant &key) const {
return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has_all(const Array &keys) const {
return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys);
}
uint32_t Dictionary::hash() const {
return godot::api->godot_dictionary_hash(&_godot_dictionary);
}
Array Dictionary::keys() const {
godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
return Array(a);
}
Variant &Dictionary::operator[](const Variant &key) {
godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
return *reinterpret_cast<Variant *>(v);
}
const Variant &Dictionary::operator[](const Variant &key) const {
// oops I did it again
godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
return *reinterpret_cast<Variant *>(v);
}
int Dictionary::size() const {
return godot::api->godot_dictionary_size(&_godot_dictionary);
}
String Dictionary::to_json() const {
godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
return String(s);
}
Array Dictionary::values() const {
godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
return Array(a);
}
Dictionary::~Dictionary() {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
}
} // namespace godot