godot/modules/mono/glue/collections_glue.h
2018-07-20 01:44:30 +02:00

101 lines
4.1 KiB
C++

/*************************************************************************/
/* collections_glue.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef COLLECTIONS_GLUE_H
#define COLLECTIONS_GLUE_H
#include "core/array.h"
#include "../mono_gd/gd_mono_marshal.h"
// Array
Array *godot_icall_Array_Ctor();
void godot_icall_Array_Dtor(Array *ptr);
MonoObject *godot_icall_Array_At(Array *ptr, int index);
void godot_icall_Array_SetAt(Array *ptr, int index, MonoObject *value);
int godot_icall_Array_Count(Array *ptr);
void godot_icall_Array_Add(Array *ptr, MonoObject *item);
void godot_icall_Array_Clear(Array *ptr);
bool godot_icall_Array_Contains(Array *ptr, MonoObject *item);
void godot_icall_Array_CopyTo(Array *ptr, MonoArray *array, int array_index);
int godot_icall_Array_IndexOf(Array *ptr, MonoObject *item);
void godot_icall_Array_Insert(Array *ptr, int index, MonoObject *item);
bool godot_icall_Array_Remove(Array *ptr, MonoObject *item);
void godot_icall_Array_RemoveAt(Array *ptr, int index);
// Dictionary
Dictionary *godot_icall_Dictionary_Ctor();
void godot_icall_Dictionary_Dtor(Dictionary *ptr);
MonoObject *godot_icall_Dictionary_GetValue(Dictionary *ptr, MonoObject *key);
void godot_icall_Dictionary_SetValue(Dictionary *ptr, MonoObject *key, MonoObject *value);
Array *godot_icall_Dictionary_Keys(Dictionary *ptr);
Array *godot_icall_Dictionary_Values(Dictionary *ptr);
int godot_icall_Dictionary_Count(Dictionary *ptr);
void godot_icall_Dictionary_Add(Dictionary *ptr, MonoObject *key, MonoObject *value);
void godot_icall_Dictionary_Clear(Dictionary *ptr);
bool godot_icall_Dictionary_Contains(Dictionary *ptr, MonoObject *key, MonoObject *value);
bool godot_icall_Dictionary_ContainsKey(Dictionary *ptr, MonoObject *key);
bool godot_icall_Dictionary_RemoveKey(Dictionary *ptr, MonoObject *key);
bool godot_icall_Dictionary_Remove(Dictionary *ptr, MonoObject *key, MonoObject *value);
bool godot_icall_Dictionary_TryGetValue(Dictionary *ptr, MonoObject *key, MonoObject **value);
// Register internal calls
void godot_register_collections_icalls();
#endif // COLLECTIONS_GLUE_H