Add ptr() / ptrw() to the arrays, add missing String methods, add missing CharString method implementations.
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@@ -40,9 +40,11 @@ namespace godot {
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class Transform2D;
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class Rect2 {
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public:
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_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
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_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
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friend class Variant;
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public:
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Point2 position;
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Size2 size;
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@@ -161,7 +163,7 @@ public:
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new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = new_rect.size - new_rect.position; //make relative again
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new_rect.size = new_rect.size - new_rect.position; // make relative again
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return new_rect;
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}
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@@ -225,7 +227,7 @@ public:
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return r;
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}
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inline void expand_to(const Vector2 &p_vector) { //in place function for speed
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inline void expand_to(const Vector2 &p_vector) { // in place function for speed
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Vector2 begin = position;
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Vector2 end = position + size;
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@@ -279,7 +281,7 @@ public:
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continue;
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}
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//check inside
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// check inside
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Vector2 tg = r.orthogonal();
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float s = tg.dot(center) - tg.dot(a);
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if (s < 0.0) {
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@@ -288,7 +290,7 @@ public:
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side_minus++;
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}
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//check ray box
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// check ray box
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r /= l;
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Vector2 ir((real_t)1.0 / r.x, (real_t)1.0 / r.y);
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@@ -309,7 +311,7 @@ public:
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}
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if (side_plus * side_minus == 0) {
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return true; //all inside
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return true; // all inside
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} else {
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return false;
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}
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