Merge pull request #50867 from aaronfranke/cs-array-empty

Add documentation to Array in C#
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Ignacio Roldán Etcheverry 2021-07-26 04:46:35 +02:00 committed by GitHub
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@ -25,16 +25,30 @@ namespace Godot.Collections
}
}
/// <summary>
/// Wrapper around Godot's Array class, an array of Variant
/// typed elements allocated in the engine in C++. Useful when
/// interfacing with the engine. Otherwise prefer .NET collections
/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
/// </summary>
public class Array : IList, IDisposable
{
ArraySafeHandle safeHandle;
bool disposed = false;
/// <summary>
/// Constructs a new empty <see cref="Array"/>.
/// </summary>
public Array()
{
safeHandle = new ArraySafeHandle(godot_icall_Array_Ctor());
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given collection's elements.
/// </summary>
/// <param name="collection">The collection of elements to construct from.</param>
/// <returns>A new Godot Array.</returns>
public Array(IEnumerable collection) : this()
{
if (collection == null)
@ -44,6 +58,11 @@ namespace Godot.Collections
Add(element);
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given objects.
/// </summary>
/// <param name="array">The objects to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(params object[] array) : this()
{
if (array == null)
@ -71,21 +90,40 @@ namespace Godot.Collections
return safeHandle.DangerousGetHandle();
}
/// <summary>
/// Duplicates this <see cref="Array"/>.
/// </summary>
/// <param name="deep">If true, performs a deep copy.</param>
/// <returns>A new Godot Array.</returns>
public Array Duplicate(bool deep = false)
{
return new Array(godot_icall_Array_Duplicate(GetPtr(), deep));
}
/// <summary>
/// Resizes this <see cref="Array"/> to the given size.
/// </summary>
/// <param name="newSize">The new size of the array.</param>
/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
public Error Resize(int newSize)
{
return godot_icall_Array_Resize(GetPtr(), newSize);
}
/// <summary>
/// Shuffles the contents of this <see cref="Array"/> into a random order.
/// </summary>
public void Shuffle()
{
godot_icall_Array_Shuffle(GetPtr());
}
/// <summary>
/// Concatenates these two <see cref="Array"/>s.
/// </summary>
/// <param name="left">The first array.</param>
/// <param name="right">The second array.</param>
/// <returns>A new Godot Array with the contents of both arrays.</returns>
public static Array operator +(Array left, Array right)
{
return new Array(godot_icall_Array_Concatenate(left.GetPtr(), right.GetPtr()));
@ -93,6 +131,9 @@ namespace Godot.Collections
// IDisposable
/// <summary>
/// Disposes of this <see cref="Array"/>.
/// </summary>
public void Dispose()
{
if (disposed)
@ -109,38 +150,90 @@ namespace Godot.Collections
// IList
public bool IsReadOnly => false;
bool IList.IsReadOnly => false;
public bool IsFixedSize => false;
bool IList.IsFixedSize => false;
/// <summary>
/// Returns the object at the given index.
/// </summary>
/// <value>The object at the given index.</value>
public object this[int index]
{
get => godot_icall_Array_At(GetPtr(), index);
set => godot_icall_Array_SetAt(GetPtr(), index, value);
}
/// <summary>
/// Adds an object to the end of this <see cref="Array"/>.
/// This is the same as `append` or `push_back` in GDScript.
/// </summary>
/// <param name="value">The object to add.</param>
/// <returns>The new size after adding the object.</returns>
public int Add(object value) => godot_icall_Array_Add(GetPtr(), value);
/// <summary>
/// Checks if this <see cref="Array"/> contains the given object.
/// </summary>
/// <param name="value">The item to look for.</param>
/// <returns>Whether or not this array contains the given object.</returns>
public bool Contains(object value) => godot_icall_Array_Contains(GetPtr(), value);
/// <summary>
/// Erases all items from this <see cref="Array"/>.
/// </summary>
public void Clear() => godot_icall_Array_Clear(GetPtr());
/// <summary>
/// Searches this <see cref="Array"/> for an object
/// and returns its index or -1 if not found.
/// </summary>
/// <param name="value">The object to search for.</param>
/// <returns>The index of the object, or -1 if not found.</returns>
public int IndexOf(object value) => godot_icall_Array_IndexOf(GetPtr(), value);
/// <summary>
/// Inserts a new object at a given position in the array.
/// The position must be a valid position of an existing item,
/// or the position at the end of the array.
/// Existing items will be moved to the right.
/// </summary>
/// <param name="index">The index to insert at.</param>
/// <param name="value">The object to insert.</param>
public void Insert(int index, object value) => godot_icall_Array_Insert(GetPtr(), index, value);
/// <summary>
/// Removes the first occurrence of the specified value
/// from this <see cref="Array"/>.
/// </summary>
/// <param name="value">The value to remove.</param>
public void Remove(object value) => godot_icall_Array_Remove(GetPtr(), value);
/// <summary>
/// Removes an element from this <see cref="Array"/> by index.
/// </summary>
/// <param name="index">The index of the element to remove.</param>
public void RemoveAt(int index) => godot_icall_Array_RemoveAt(GetPtr(), index);
// ICollection
/// <summary>
/// Returns the number of elements in this <see cref="Array"/>.
/// This is also known as the size or length of the array.
/// </summary>
/// <returns>The number of elements.</returns>
public int Count => godot_icall_Array_Count(GetPtr());
public object SyncRoot => this;
object ICollection.SyncRoot => this;
public bool IsSynchronized => false;
bool ICollection.IsSynchronized => false;
/// <summary>
/// Copies the elements of this <see cref="Array"/> to the given
/// untyped C# array, starting at the given index.
/// </summary>
/// <param name="array">The array to copy to.</param>
/// <param name="index">The index to start at.</param>
public void CopyTo(System.Array array, int index)
{
if (array == null)
@ -155,6 +248,10 @@ namespace Godot.Collections
// IEnumerable
/// <summary>
/// Gets an enumerator for this <see cref="Array"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator GetEnumerator()
{
int count = Count;
@ -165,6 +262,10 @@ namespace Godot.Collections
}
}
/// <summary>
/// Converts this <see cref="Array"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override string ToString()
{
return godot_icall_Array_ToString(GetPtr());
@ -234,6 +335,13 @@ namespace Godot.Collections
internal extern static string godot_icall_Array_ToString(IntPtr ptr);
}
/// <summary>
/// Typed wrapper around Godot's Array class, an array of Variant
/// typed elements allocated in the engine in C++. Useful when
/// interfacing with the engine. Otherwise prefer .NET collections
/// such as arrays or <see cref="List{T}"/>.
/// </summary>
/// <typeparam name="T">The type of the array.</typeparam>
public class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>
{
Array objectArray;
@ -246,11 +354,19 @@ namespace Godot.Collections
Array.godot_icall_Array_Generic_GetElementTypeInfo(typeof(T), out elemTypeEncoding, out elemTypeClass);
}
/// <summary>
/// Constructs a new empty <see cref="Array{T}"/>.
/// </summary>
public Array()
{
objectArray = new Array();
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given collection's elements.
/// </summary>
/// <param name="collection">The collection of elements to construct from.</param>
/// <returns>A new Godot Array.</returns>
public Array(IEnumerable<T> collection)
{
if (collection == null)
@ -259,6 +375,11 @@ namespace Godot.Collections
objectArray = new Array(collection);
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given items.
/// </summary>
/// <param name="array">The items to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(params T[] array) : this()
{
if (array == null)
@ -268,6 +389,10 @@ namespace Godot.Collections
objectArray = new Array(array);
}
/// <summary>
/// Constructs a typed <see cref="Array{T}"/> from an untyped <see cref="Array"/>.
/// </summary>
/// <param name="array">The untyped array to construct from.</param>
public Array(Array array)
{
objectArray = array;
@ -288,26 +413,49 @@ namespace Godot.Collections
return objectArray.GetPtr();
}
/// <summary>
/// Converts this typed <see cref="Array{T}"/> to an untyped <see cref="Array"/>.
/// </summary>
/// <param name="from">The typed array to convert.</param>
public static explicit operator Array(Array<T> from)
{
return from.objectArray;
}
/// <summary>
/// Duplicates this <see cref="Array{T}"/>.
/// </summary>
/// <param name="deep">If true, performs a deep copy.</param>
/// <returns>A new Godot Array.</returns>
public Array<T> Duplicate(bool deep = false)
{
return new Array<T>(objectArray.Duplicate(deep));
}
/// <summary>
/// Resizes this <see cref="Array{T}"/> to the given size.
/// </summary>
/// <param name="newSize">The new size of the array.</param>
/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
public Error Resize(int newSize)
{
return objectArray.Resize(newSize);
}
/// <summary>
/// Shuffles the contents of this <see cref="Array{T}"/> into a random order.
/// </summary>
public void Shuffle()
{
objectArray.Shuffle();
}
/// <summary>
/// Concatenates these two <see cref="Array{T}"/>s.
/// </summary>
/// <param name="left">The first array.</param>
/// <param name="right">The second array.</param>
/// <returns>A new Godot Array with the contents of both arrays.</returns>
public static Array<T> operator +(Array<T> left, Array<T> right)
{
return new Array<T>(left.objectArray + right.objectArray);
@ -315,22 +463,44 @@ namespace Godot.Collections
// IList<T>
/// <summary>
/// Returns the value at the given index.
/// </summary>
/// <value>The value at the given index.</value>
public T this[int index]
{
get { return (T)Array.godot_icall_Array_At_Generic(GetPtr(), index, elemTypeEncoding, elemTypeClass); }
set { objectArray[index] = value; }
}
/// <summary>
/// Searches this <see cref="Array{T}"/> for an item
/// and returns its index or -1 if not found.
/// </summary>
/// <param name="item">The item to search for.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int IndexOf(T item)
{
return objectArray.IndexOf(item);
}
/// <summary>
/// Inserts a new item at a given position in the <see cref="Array{T}"/>.
/// The position must be a valid position of an existing item,
/// or the position at the end of the array.
/// Existing items will be moved to the right.
/// </summary>
/// <param name="index">The index to insert at.</param>
/// <param name="item">The item to insert.</param>
public void Insert(int index, T item)
{
objectArray.Insert(index, item);
}
/// <summary>
/// Removes an element from this <see cref="Array{T}"/> by index.
/// </summary>
/// <param name="index">The index of the element to remove.</param>
public void RemoveAt(int index)
{
objectArray.RemoveAt(index);
@ -338,31 +508,53 @@ namespace Godot.Collections
// ICollection<T>
/// <summary>
/// Returns the number of elements in this <see cref="Array{T}"/>.
/// This is also known as the size or length of the array.
/// </summary>
/// <returns>The number of elements.</returns>
public int Count
{
get { return objectArray.Count; }
}
public bool IsReadOnly
{
get { return objectArray.IsReadOnly; }
}
bool ICollection<T>.IsReadOnly => false;
/// <summary>
/// Adds an item to the end of this <see cref="Array{T}"/>.
/// This is the same as `append` or `push_back` in GDScript.
/// </summary>
/// <param name="item">The item to add.</param>
/// <returns>The new size after adding the item.</returns>
public void Add(T item)
{
objectArray.Add(item);
}
/// <summary>
/// Erases all items from this <see cref="Array{T}"/>.
/// </summary>
public void Clear()
{
objectArray.Clear();
}
/// <summary>
/// Checks if this <see cref="Array{T}"/> contains the given item.
/// </summary>
/// <param name="item">The item to look for.</param>
/// <returns>Whether or not this array contains the given item.</returns>
public bool Contains(T item)
{
return objectArray.Contains(item);
}
/// <summary>
/// Copies the elements of this <see cref="Array{T}"/> to the given
/// C# array, starting at the given index.
/// </summary>
/// <param name="array">The C# array to copy to.</param>
/// <param name="arrayIndex">The index to start at.</param>
public void CopyTo(T[] array, int arrayIndex)
{
if (array == null)
@ -386,6 +578,12 @@ namespace Godot.Collections
}
}
/// <summary>
/// Removes the first occurrence of the specified value
/// from this <see cref="Array{T}"/>.
/// </summary>
/// <param name="item">The value to remove.</param>
/// <returns>A bool indicating success or failure.</returns>
public bool Remove(T item)
{
return Array.godot_icall_Array_Remove(GetPtr(), item);
@ -393,6 +591,10 @@ namespace Godot.Collections
// IEnumerable<T>
/// <summary>
/// Gets an enumerator for this <see cref="Array{T}"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator<T> GetEnumerator()
{
int count = objectArray.Count;
@ -408,6 +610,10 @@ namespace Godot.Collections
return GetEnumerator();
}
/// <summary>
/// Converts this <see cref="Array{T}"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override string ToString() => objectArray.ToString();
}
}