# Copyright 2018 Xored Software, Inc. import hashes import internal/godotinternaltypes, internal/godotarrays 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() proc newArray*(arr: GodotArray): Array {.inline.} = new(result, arrayFinalizer) result.godotArray = arr import variants proc newArray*(s: varargs[Variant]): Array = new(result, arrayFinalizer) initGodotArray(result.godotArray) for v in s: result.godotArray.add(v.godotVariant[]) proc newArray*(s: openarray[Variant]): Array = result = newArray() for v in s: result.godotArray.add(v.godotVariant[]) import poolarrays proc newArray*(pca: PoolColorArray): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, pca.godotPoolColorArray[]) proc newArray*(pv3a: PoolVector3Array): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, pv3a.godotPoolVector3Array[]) proc newArray*(pv2a: PoolVector2Array): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, pv2a.godotPoolVector2Array[]) proc newArray*(psa: PoolStringArray): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, psa.godotPoolStringArray[]) proc newArray*(pra: PoolRealArray): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, pra.godotPoolRealArray[]) proc newArray*(pia: PoolIntArray): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, pia.godotPoolIntArray[]) proc newArray*(pba: PoolByteArray): Array {.inline.} = new(result, arrayFinalizer) initGodotArray(result.godotArray, pba.godotPoolByteArray[]) proc `[]=`*(self: Array; idx: int; value: Variant) {.inline.} = self.godotArray[idx.cint] = value.godotVariant[] proc `[]`*(self: Array; idx: int): Variant {.inline.} = newVariant(self.godotArray[idx.cint]) proc add*(self: Array; value: Variant) {.inline.} = self.godotArray.add(value.godotVariant[]) proc clear*(self: Array) {.inline.} = self.godotArray.clear() proc count*(self: Array; value: Variant): int {.inline.} = self.godotArray.count(value.godotVariant[]).int proc isEmpty*(self: Array): bool {.inline.} = self.godotArray.isEmpty() proc erase*(self: Array; value: Variant) {.inline.} = self.godotArray.erase(value.godotVariant[]) proc first*(self: Array): Variant {.inline.} = newVariant(self.godotArray.first()) proc last*(self: Array): Variant {.inline.} = newVariant(self.godotArray.last()) proc find*(self: Array; what: Variant; f: int): int {.inline.} = self.godotArray.find(what.godotVariant[], f.cint).int proc findLast*(self: Array; what: Variant): int {.inline.} = self.godotArray.findLast(what.godotVariant[]).int proc contains*(self: Array; value: Variant): bool {.inline.} = self.godotArray.contains(value.godotVariant[]) proc hash*(self: Array): Hash {.inline.} = hash(self.godotArray.godotHash()) proc insert*(self: Array; pos: int; value: Variant) {.inline.} = self.godotArray.insert(pos.cint, value.godotVariant[]) proc reverse*(self: Array) {.inline.} = self.godotArray.reverse() proc popLast*(self: Array): Variant {.inline.} = newVariant(self.godotArray.popLast()) proc popFirst*(self: Array): Variant {.inline.} = newVariant(self.godotArray.popFirst()) proc addLast*(self: Array; value: Variant) {.inline.} = self.godotArray.addLast(value.godotVariant[]) proc addFirst*(self: Array; value: Variant) {.inline.} = self.godotArray.addFirst(value.godotVariant[]) proc delete*(self: Array; idx: int) {.inline.} = self.godotArray.delete(idx.cint) proc setLen*(self: Array; size: int) {.inline.} = self.godotArray.setLen(size.cint) proc rfind*(self: Array; what: Variant; fromIdx: int): int {.inline.} = self.godotArray.rfind(what.godotVariant[], fromIdx.cint).int proc len*(self: Array): int {.inline.} = self.godotArray.len.int proc sort*(self: Array) {.inline.} = self.godotArray.sort() iterator items*(self: Array): Variant = for i in 0..