No destructors

This commit is contained in:
Ruslan Mustakov 2017-07-28 00:28:17 +07:00
commit f5769045fc
34 changed files with 1701 additions and 1216 deletions

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godot/core/poolarrays.nim Normal file
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# Copyright 2017 Xored Software, Inc.
import godotbase, vector2, vector3, colors
import "../internal/godotpoolarrays.nim", "../internal/godotstrings.nim"
# byte
template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
noData = false) =
type
T* = ref object
fieldName: GodotT
proc poolArrayFinalizer(arr: T) =
arr.fieldName.deinit()
proc newProcName*(): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName)
proc newProcName*(arr: Array): T {.inline.} =
new(result, poolArrayFinalizer)
initProcName(result.fieldName, arr.godotArray[])
proc newProcName*(arr: GodotT): T {.inline.} =
new(result, poolArrayFinalizer)
result.fieldName = arr
proc add*(self: var T; arr: T) {.inline.} =
self.fieldName.add(arr.fieldName)
proc delete*(self: var T; idx: int) {.inline.} =
self.fieldName.delete(idx.cint)
proc reverse*(self: var T) {.inline.} =
self.fieldName.reverse()
proc setLen*(self: var T; size: int) {.inline.} =
self.fieldName.setLen(size.cint)
proc len*(self: T): int {.inline.} =
self.fieldName.len.int
proc fieldName*(self: T): ptr GodotT {.inline.} =
## WARNING: do not keep the returned value for longer than the lifetime of
## the array.
addr self.fieldName
when not noData:
proc add*(self: var T; data: DataT) {.inline.} =
self.fieldName.add(data)
proc addFirst*(self: var T, data: DataT) {.inline.} =
self.fieldName.addFirst(data)
proc insert*(self: var T; idx: int; data: DataT): Error {.inline.} =
self.fieldName.insert(idx.cint, data)
proc `[]=`*(self: var T; idx: int; data: DataT) {.inline.} =
self.fieldName[idx.cint] = data
proc `[]`*(self: T; idx: int): DataT {.inline.} =
self.fieldName[idx.cint]
iterator items*(arr: T): DataT =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: T): tuple[key: int, val: DataT] =
for i in 0..<arr.len:
yield (i, arr[i])
definePoolArray(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
definePoolArray(PoolIntArray, GodotPoolIntArray, cint,
godotPoolIntArray, newPoolIntArray,
initGodotPoolIntArray)
definePoolArray(PoolRealArray, GodotPoolRealArray, float64,
godotPoolRealArray, newPoolRealArray,
initGodotPoolRealArray)
definePoolArray(PoolVector2Array, GodotPoolVector2Array, Vector2,
godotPoolVector2Array, newPoolVector2Array,
initGodotPoolVector2Array)
definePoolArray(PoolVector3Array, GodotPoolVector3Array, Vector3,
godotPoolVector3Array, newPoolVector3Array,
initGodotPoolVector3Array)
definePoolArray(PoolColorArray, GodotPoolColorArray, Color,
godotPoolColorArray, newPoolColorArray,
initGodotPoolColorArray)
definePoolArray(PoolStringArray, GodotPoolStringArray, string,
godotPoolStringArray, newPoolStringArray,
initGodotPoolStringArray, true)
proc add*(self: var PoolStringArray; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.add(s)
s.deinit()
proc addFirst*(self: var PoolStringArray, data: string) =
var s = data.toGodotString()
self.godotPoolStringArray.addFirst(s)
s.deinit()
proc insert*(self: var PoolStringArray; idx: int; data: string): Error =
var s = data.toGodotString()
result = self.godotPoolStringArray.insert(idx.cint, s)
s.deinit()
proc `[]=`*(self: var PoolStringArray; idx: int; data: string) =
var s = data.toGodotString()
self.godotPoolStringArray[idx.cint] = s
s.deinit()
proc `[]`*(self: PoolStringArray; idx: int): string =
var s = self.godotPoolStringArray[idx.cint]
result = $s
s.deinit()
iterator items*(arr: PoolStringArray): string =
for i in 0..<arr.len:
yield arr[i]
iterator pairs*(arr: PoolStringArray): tuple[key: int, val: string] =
for i in 0..<arr.len:
yield (i, arr[i])