godot-nim/godot/core/arrays.nim
Dwana Games 0fecfdb3b8 Updated to work with nim 0.20
- Attempt to fix deprecated this:self pragma by injecting self to methods and properties (needs more testing)
- Changed import headers to use / (slash) instead of . (period)
- Fixed object branch in godotapigen.nim
- Fixed deprecated nimNode.ident with nimNode.strVal

Fix toGodotName function

Consider procCall calls as special cases, otherwise it gives problems in _init function

Fix infinite recursive call in Godot 3.2
2019-09-15 15:34:09 +07:00

146 lines
4.3 KiB
Nim

# 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..<self.len:
yield self[i]
iterator pairs*(self: Array): tuple[key: int, val: Variant] =
for i in 0..<self.len:
yield (i, self[i])
proc `$`*(self: Array): string =
$self.godotArray