Define Variant and Array in their own modules

This commit is contained in:
Ruslan Mustakov 2017-07-29 21:50:11 +07:00
commit 360be5759e
15 changed files with 201 additions and 166 deletions

View file

@ -3,120 +3,129 @@
import hashes
import "../internal/godotinternaltypes.nim", "../internal/godotarrays.nim"
import godotbase, poolarrays
type
Array* = ref object
godotArray: GodotArray
proc godotArray*(arr: Array): ptr GodotArray {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## ``arr``
addr arr.godotArray
proc arrayFinalizer(arr: Array) =
arr.godotArray[].deinit()
arr.godotArray.deinit()
proc newArray*(): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[])
initGodotArray(result.godotArray)
proc newArray*(arr: GodotArray): Array {.inline.} =
new(result, arrayFinalizer)
result.godotArray[] = arr
result.godotArray = arr
import poolarrays, variants
proc newArray*(pca: PoolColorArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pca.godotPoolColorArray[])
initGodotArray(result.godotArray, pca.godotPoolColorArray[])
proc newArray*(pv3a: PoolVector3Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pv3a.godotPoolVector3Array[])
initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[])
proc newArray*(pv2a: PoolVector2Array): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pv2a.godotPoolVector2Array[])
initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[])
proc newArray*(psa: PoolStringArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], psa.godotPoolStringArray[])
initGodotArray(result.godotArray, psa.godotPoolStringArray[])
proc newArray*(pra: PoolRealArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pra.godotPoolRealArray[])
initGodotArray(result.godotArray, pra.godotPoolRealArray[])
proc newArray*(pia: PoolIntArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pia.godotPoolIntArray[])
initGodotArray(result.godotArray, pia.godotPoolIntArray[])
proc newArray*(pba: PoolByteArray): Array {.inline.} =
new(result, arrayFinalizer)
initGodotArray(result.godotArray[], pba.godotPoolByteArray[])
initGodotArray(result.godotArray, pba.godotPoolByteArray[])
import variants
proc `[]=`*(self: var Array; idx: int; value: Variant) {.inline.} =
self.godotArray[][idx.cint] = value.godotVariant[]
self.godotArray[idx.cint] = value.godotVariant[]
proc `[]`*(self: Array; idx: int): Variant {.inline.} =
newVariant(self.godotArray[][idx.cint])
newVariant(self.godotArray[idx.cint])
proc add*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].add(value.godotVariant[])
self.godotArray.add(value.godotVariant[])
proc clear*(self: var Array) {.inline.} =
self.godotArray[].clear()
self.godotArray.clear()
proc count*(self: Array; value: Variant): int {.inline.} =
self.godotArray[].count(value.godotVariant[]).int
self.godotArray.count(value.godotVariant[]).int
proc isEmpty*(self: Array): bool {.inline.} =
self.godotArray[].isEmpty()
self.godotArray.isEmpty()
proc erase*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].erase(value.godotVariant[])
self.godotArray.erase(value.godotVariant[])
proc first*(self: Array): Variant {.inline.} =
newVariant(self.godotArray[].first())
newVariant(self.godotArray.first())
proc last*(self: Array): Variant {.inline.} =
newVariant(self.godotArray[].last())
newVariant(self.godotArray.last())
proc find*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray[].find(what.godotVariant[], f.cint).int
self.godotArray.find(what.godotVariant[], f.cint).int
proc findLast*(self: Array; what: Variant): int {.inline.} =
self.godotArray[].findLast(what.godotVariant[]).int
self.godotArray.findLast(what.godotVariant[]).int
proc contains*(self: Array; value: Variant): bool {.inline.} =
self.godotArray[].contains(value.godotVariant[])
self.godotArray.contains(value.godotVariant[])
proc hash*(self: Array): Hash {.inline.} =
hash(self.godotArray[].godotHash())
hash(self.godotArray.godotHash())
proc insert*(self: var Array; pos: int; value: Variant) {.inline.} =
self.godotArray[].insert(pos.cint, value.godotVariant[])
self.godotArray.insert(pos.cint, value.godotVariant[])
proc reverse*(self: var Array) {.inline.} =
self.godotArray[].reverse()
self.godotArray.reverse()
proc popLast*(self: var Array): Variant {.inline.} =
newVariant(self.godotArray[].popLast())
newVariant(self.godotArray.popLast())
proc popFirst*(self: var Array): Variant {.inline.} =
newVariant(self.godotArray[].popFirst())
newVariant(self.godotArray.popFirst())
proc addLast*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].addLast(value.godotVariant[])
self.godotArray.addLast(value.godotVariant[])
proc addFirst*(self: var Array; value: Variant) {.inline.} =
self.godotArray[].addFirst(value.godotVariant[])
self.godotArray.addFirst(value.godotVariant[])
proc delete*(self: var Array; idx: int) {.inline.} =
self.godotArray[].delete(idx.cint)
self.godotArray.delete(idx.cint)
proc setLen*(self: var Array; size: int) {.inline.} =
self.godotArray[].setLen(size.cint)
self.godotArray.setLen(size.cint)
proc rfind*(self: Array; what: Variant; f: int): int {.inline.} =
self.godotArray[].rfind(what.godotVariant[], f.cint).int
self.godotArray.rfind(what.godotVariant[], f.cint).int
proc len*(self: Array): int {.inline.} =
self.godotArray[].len.int
self.godotArray.len.int
proc sort*(self: var Array) {.inline.} =
self.godotArray[].sort()
self.godotArray.sort()
iterator items*(arr: Array): Variant {.inline.} =
for i in 0..<arr.len: