godot-cpp/include/core/PoolArrays.hpp
George Marques cba90d6301
Update clang-format to version 11
This is taken from the Godot repository, so formatting is similar. This
updates the style rules as well.

Also fix style in files to conform with this version.
2021-02-28 16:57:34 -03:00

737 lines
16 KiB
C++

#ifndef POOLARRAYS_H
#define POOLARRAYS_H
#include "Defs.hpp"
#include "Color.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
#include <gdnative/pool_arrays.h>
namespace godot {
class Array;
class PoolByteArray {
godot_pool_byte_array _godot_array;
friend class String;
friend class Variant;
inline explicit PoolByteArray(godot_pool_byte_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolByteArray;
godot_pool_byte_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_byte_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_byte_array_read_access_destroy(_read_access);
}
inline const uint8_t *ptr() const {
return godot::api->godot_pool_byte_array_read_access_ptr(_read_access);
}
inline const uint8_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_byte_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolByteArray;
godot_pool_byte_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_byte_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_byte_array_write_access_destroy(_write_access);
}
inline uint8_t *ptr() const {
return godot::api->godot_pool_byte_array_write_access_ptr(_write_access);
}
inline uint8_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_byte_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolByteArray();
PoolByteArray(const PoolByteArray &p_other);
PoolByteArray &operator=(const PoolByteArray &p_other);
PoolByteArray(const Array &array);
Read read() const;
Write write();
void append(const uint8_t data);
void append_array(const PoolByteArray &array);
int insert(const int idx, const uint8_t data);
void invert();
void push_back(const uint8_t data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const uint8_t data);
uint8_t operator[](const int idx);
int size() const;
~PoolByteArray();
};
class PoolIntArray {
godot_pool_int_array _godot_array;
friend class Variant;
explicit inline PoolIntArray(godot_pool_int_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolIntArray;
godot_pool_int_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_int_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_int_array_read_access_destroy(_read_access);
}
inline const int *ptr() const {
return godot::api->godot_pool_int_array_read_access_ptr(_read_access);
}
inline const int &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_int_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolIntArray;
godot_pool_int_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_int_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_int_array_write_access_destroy(_write_access);
}
inline int *ptr() const {
return godot::api->godot_pool_int_array_write_access_ptr(_write_access);
}
inline int &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_int_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolIntArray();
PoolIntArray(const PoolIntArray &p_other);
PoolIntArray &operator=(const PoolIntArray &p_other);
PoolIntArray(const Array &array);
Read read() const;
Write write();
void append(const int data);
void append_array(const PoolIntArray &array);
int insert(const int idx, const int data);
void invert();
void push_back(const int data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const int data);
int operator[](const int idx);
int size() const;
~PoolIntArray();
};
class PoolRealArray {
godot_pool_real_array _godot_array;
friend class Variant;
explicit inline PoolRealArray(godot_pool_real_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolRealArray;
godot_pool_real_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_real_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_real_array_read_access_destroy(_read_access);
}
inline const real_t *ptr() const {
return godot::api->godot_pool_real_array_read_access_ptr(_read_access);
}
inline const real_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_real_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolRealArray;
godot_pool_real_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_real_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_real_array_write_access_destroy(_write_access);
}
inline real_t *ptr() const {
return godot::api->godot_pool_real_array_write_access_ptr(_write_access);
}
inline real_t &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_real_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolRealArray();
PoolRealArray(const PoolRealArray &p_other);
PoolRealArray &operator=(const PoolRealArray &p_other);
PoolRealArray(const Array &array);
Read read() const;
Write write();
void append(const real_t data);
void append_array(const PoolRealArray &array);
int insert(const int idx, const real_t data);
void invert();
void push_back(const real_t data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const real_t data);
real_t operator[](const int idx);
int size() const;
~PoolRealArray();
};
class PoolStringArray {
godot_pool_string_array _godot_array;
friend class String;
friend class Variant;
explicit inline PoolStringArray(godot_pool_string_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolStringArray;
godot_pool_string_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_string_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_string_array_read_access_destroy(_read_access);
}
inline const String *ptr() const {
return (const String *)godot::api->godot_pool_string_array_read_access_ptr(_read_access);
}
inline const String &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_string_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolStringArray;
godot_pool_string_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_string_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_string_array_write_access_destroy(_write_access);
}
inline String *ptr() const {
return (String *)godot::api->godot_pool_string_array_write_access_ptr(_write_access);
}
inline String &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_string_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolStringArray();
PoolStringArray(const PoolStringArray &p_other);
PoolStringArray &operator=(const PoolStringArray &p_other);
PoolStringArray(const Array &array);
Read read() const;
Write write();
void append(const String &data);
void append_array(const PoolStringArray &array);
int insert(const int idx, const String &data);
void invert();
void push_back(const String &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const String &data);
const String operator[](const int idx);
int size() const;
~PoolStringArray();
};
class PoolVector2Array {
godot_pool_vector2_array _godot_array;
friend class Variant;
explicit inline PoolVector2Array(godot_pool_vector2_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolVector2Array;
godot_pool_vector2_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_vector2_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_vector2_array_read_access_destroy(_read_access);
}
inline const Vector2 *ptr() const {
return (const Vector2 *)godot::api->godot_pool_vector2_array_read_access_ptr(_read_access);
}
inline const Vector2 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_vector2_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolVector2Array;
godot_pool_vector2_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_vector2_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_vector2_array_write_access_destroy(_write_access);
}
inline Vector2 *ptr() const {
return (Vector2 *)godot::api->godot_pool_vector2_array_write_access_ptr(_write_access);
}
inline Vector2 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_vector2_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolVector2Array();
PoolVector2Array(const PoolVector2Array &p_other);
PoolVector2Array &operator=(const PoolVector2Array &p_other);
PoolVector2Array(const Array &array);
Read read() const;
Write write();
void append(const Vector2 &data);
void append_array(const PoolVector2Array &array);
int insert(const int idx, const Vector2 &data);
void invert();
void push_back(const Vector2 &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Vector2 &data);
const Vector2 operator[](const int idx);
int size() const;
~PoolVector2Array();
};
class PoolVector3Array {
godot_pool_vector3_array _godot_array;
friend class Variant;
explicit inline PoolVector3Array(godot_pool_vector3_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolVector3Array;
godot_pool_vector3_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_vector3_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_vector3_array_read_access_destroy(_read_access);
}
inline const Vector3 *ptr() const {
return (const Vector3 *)godot::api->godot_pool_vector3_array_read_access_ptr(_read_access);
}
inline const Vector3 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_vector3_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolVector3Array;
godot_pool_vector3_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_vector3_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_vector3_array_write_access_destroy(_write_access);
}
inline Vector3 *ptr() const {
return (Vector3 *)godot::api->godot_pool_vector3_array_write_access_ptr(_write_access);
}
inline Vector3 &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_vector3_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolVector3Array();
PoolVector3Array(const PoolVector3Array &p_other);
PoolVector3Array &operator=(const PoolVector3Array &p_other);
PoolVector3Array(const Array &array);
Read read() const;
Write write();
void append(const Vector3 &data);
void append_array(const PoolVector3Array &array);
int insert(const int idx, const Vector3 &data);
void invert();
void push_back(const Vector3 &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Vector3 &data);
const Vector3 operator[](const int idx);
int size() const;
~PoolVector3Array();
};
class PoolColorArray {
godot_pool_color_array _godot_array;
friend class Variant;
explicit inline PoolColorArray(godot_pool_color_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolColorArray;
godot_pool_color_array_read_access *_read_access;
public:
inline Read() {
_read_access = nullptr;
}
inline Read(const Read &p_other) {
_read_access = godot::api->godot_pool_color_array_read_access_copy(p_other._read_access);
}
inline ~Read() {
godot::api->godot_pool_color_array_read_access_destroy(_read_access);
}
inline const Color *ptr() const {
return (const Color *)godot::api->godot_pool_color_array_read_access_ptr(_read_access);
}
inline const Color &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Read &p_other) {
godot::api->godot_pool_color_array_read_access_operator_assign(_read_access, p_other._read_access);
}
};
class Write {
friend class PoolColorArray;
godot_pool_color_array_write_access *_write_access;
public:
inline Write() {
_write_access = nullptr;
}
inline Write(const Write &p_other) {
_write_access = godot::api->godot_pool_color_array_write_access_copy(p_other._write_access);
}
inline ~Write() {
godot::api->godot_pool_color_array_write_access_destroy(_write_access);
}
inline Color *ptr() const {
return (Color *)godot::api->godot_pool_color_array_write_access_ptr(_write_access);
}
inline Color &operator[](int p_idx) const {
return ptr()[p_idx];
}
inline void operator=(const Write &p_other) {
godot::api->godot_pool_color_array_write_access_operator_assign(_write_access, p_other._write_access);
}
};
PoolColorArray();
PoolColorArray(const PoolColorArray &p_other);
PoolColorArray &operator=(const PoolColorArray &p_other);
PoolColorArray(const Array &array);
Read read() const;
Write write();
void append(const Color &data);
void append_array(const PoolColorArray &array);
int insert(const int idx, const Color &data);
void invert();
void push_back(const Color &data);
void remove(const int idx);
void resize(const int size);
void set(const int idx, const Color &data);
const Color operator[](const int idx);
int size() const;
~PoolColorArray();
};
} // namespace godot
#endif // POOLARRAYS_H