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Some functions return a new instance of such containers, but instead we made a copy of them, without taking ownership of the original created by the function. Now we use a specific constructor taking ownership on the godot_* struct.
81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
#include "Dictionary.hpp"
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#include "Array.hpp"
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#include "GodotGlobal.hpp"
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#include "Variant.hpp"
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namespace godot {
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Dictionary::Dictionary() {
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godot::api->godot_dictionary_new(&_godot_dictionary);
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}
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Dictionary::Dictionary(const Dictionary &other) {
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godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
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}
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Dictionary &Dictionary::operator=(const Dictionary &other) {
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godot::api->godot_dictionary_destroy(&_godot_dictionary);
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godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
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return *this;
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}
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void Dictionary::clear() {
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godot::api->godot_dictionary_clear(&_godot_dictionary);
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}
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bool Dictionary::empty() const {
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return godot::api->godot_dictionary_empty(&_godot_dictionary);
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}
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void Dictionary::erase(const Variant &key) {
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godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key);
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}
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bool Dictionary::has(const Variant &key) const {
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return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key);
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}
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bool Dictionary::has_all(const Array &keys) const {
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return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys);
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}
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uint32_t Dictionary::hash() const {
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return godot::api->godot_dictionary_hash(&_godot_dictionary);
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}
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Array Dictionary::keys() const {
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godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
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return Array(a);
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}
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Variant &Dictionary::operator[](const Variant &key) {
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godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
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return *reinterpret_cast<Variant *>(v);
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}
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const Variant &Dictionary::operator[](const Variant &key) const {
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// oops I did it again
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godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
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return *reinterpret_cast<Variant *>(v);
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}
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int Dictionary::size() const {
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return godot::api->godot_dictionary_size(&_godot_dictionary);
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}
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String Dictionary::to_json() const {
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godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
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return String(s);
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}
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Array Dictionary::values() const {
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godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
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return Array(a);
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}
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Dictionary::~Dictionary() {
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godot::api->godot_dictionary_destroy(&_godot_dictionary);
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}
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} // namespace godot
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