Files
godot-cpp/src/core/Dictionary.cpp
Hugo Locurcio cf5428e103 Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00

111 lines
4.4 KiB
C++

/*************************************************************************/
/* Dictionary.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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