godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs
Ignacio Roldán Etcheverry 50b603c7dc C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2021-09-22 08:27:12 +02:00

621 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections;
using System.Diagnostics.CodeAnalysis;
using Godot.NativeInterop;
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 sealed class Array : IList, IDisposable
{
public godot_array NativeValue;
/// <summary>
/// Constructs a new empty <see cref="Array"/>.
/// </summary>
public Array()
{
NativeValue = NativeFuncs.godotsharp_array_new();
}
/// <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)
throw new NullReferenceException($"Parameter '{nameof(collection)} cannot be null.'");
foreach (object element in collection)
Add(element);
}
// TODO: This must be removed. Lots of silent mistakes as it takes pretty much anything.
/// <summary>
/// Constructs a new <see cref="Array"/> from the given objects.
/// </summary>
/// <param name="array">The objects to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(params object[] array) : this()
{
if (array == null)
throw new NullReferenceException($"Parameter '{nameof(array)} cannot be null.'");
NativeValue = NativeFuncs.godotsharp_array_new();
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
private Array(godot_array nativeValueToOwn)
{
NativeValue = nativeValueToOwn;
}
// Explicit name to make it very clear
internal static Array CreateTakingOwnershipOfDisposableValue(godot_array nativeValueToOwn)
=> new Array(nativeValueToOwn);
~Array()
{
Dispose(false);
}
/// <summary>
/// Disposes of this <see cref="Array"/>.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
public void Dispose(bool disposing)
{
// Always dispose `NativeValue` even if disposing is true
NativeValue.Dispose();
}
/// <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)
{
godot_array newArray;
NativeFuncs.godotsharp_array_duplicate(ref NativeValue, deep.ToGodotBool(), out newArray);
return CreateTakingOwnershipOfDisposableValue(newArray);
}
/// <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) => NativeFuncs.godotsharp_array_resize(ref NativeValue, newSize);
/// <summary>
/// Shuffles the contents of this <see cref="Array"/> into a random order.
/// </summary>
public void Shuffle() => NativeFuncs.godotsharp_array_shuffle(ref NativeValue);
/// <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)
{
int leftCount = left.Count;
int rightCount = right.Count;
Array newArray = left.Duplicate(deep: false);
newArray.Resize(leftCount + rightCount);
for (int i = 0; i < rightCount; i++)
newArray[i + leftCount] = right[i];
return newArray;
}
// IList
bool IList.IsReadOnly => false;
bool IList.IsFixedSize => false;
/// <summary>
/// Returns the object at the given index.
/// </summary>
/// <value>The object at the given index.</value>
public unsafe object this[int index]
{
get
{
GetVariantBorrowElementAt(index, out godot_variant borrowElem);
return Marshaling.variant_to_mono_object(&borrowElem);
}
set
{
if (index < 0 || index >= Count)
throw new IndexOutOfRangeException();
godot_variant* ptrw = NativeFuncs.godotsharp_array_ptrw(ref NativeValue);
ptrw[index] = Marshaling.mono_object_to_variant(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 unsafe int Add(object value)
{
using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
return NativeFuncs.godotsharp_array_add(ref NativeValue, &variantValue);
}
/// <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) => IndexOf(value) != -1;
/// <summary>
/// Erases all items from this <see cref="Array"/>.
/// </summary>
public void Clear() => Resize(0);
/// <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 unsafe int IndexOf(object value)
{
using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
return NativeFuncs.godotsharp_array_index_of(ref NativeValue, &variantValue);
}
/// <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 unsafe void Insert(int index, object value)
{
if (index < 0 || index > Count)
throw new IndexOutOfRangeException();
using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
NativeFuncs.godotsharp_array_insert(ref NativeValue, index, &variantValue);
}
/// <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)
{
int index = IndexOf(value);
if (index >= 0)
RemoveAt(index);
}
/// <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)
{
if (index < 0 || index > Count)
throw new IndexOutOfRangeException();
NativeFuncs.godotsharp_array_remove_at(ref NativeValue, 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 => NativeValue.Size;
object ICollection.SyncRoot => this;
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="destIndex">The index to start at.</param>
public void CopyTo(System.Array array, int destIndex)
{
if (array == null)
throw new ArgumentNullException(nameof(array), "Value cannot be null.");
if (destIndex < 0)
{
throw new ArgumentOutOfRangeException(nameof(destIndex),
"Number was less than the array's lower bound in the first dimension.");
}
int count = Count;
if (array.Length < (destIndex + count))
{
throw new ArgumentException(
"Destination array was not long enough. Check destIndex and length, and the array's lower bounds.");
}
unsafe
{
for (int i = 0; i < count; i++)
{
object obj = Marshaling.variant_to_mono_object(&(*NativeValue._p)._arrayVector._ptr[i]);
array.SetValue(obj, destIndex);
destIndex++;
}
}
}
// IEnumerable
/// <summary>
/// Gets an enumerator for this <see cref="Array"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator GetEnumerator()
{
int count = Count;
for (int i = 0; i < count; i++)
{
yield return this[i];
}
}
/// <summary>
/// Converts this <see cref="Array"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override unsafe string ToString()
{
using godot_string str = default;
NativeFuncs.godotsharp_array_to_string(ref NativeValue, &str);
return Marshaling.mono_string_from_godot(str);
}
/// <summary>
/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
/// </summary>
internal void GetVariantBorrowElementAt(int index, out godot_variant elem)
{
if (index < 0 || index >= Count)
throw new IndexOutOfRangeException();
GetVariantBorrowElementAtUnchecked(index, out elem);
}
/// <summary>
/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
/// </summary>
internal unsafe void GetVariantBorrowElementAtUnchecked(int index, out godot_variant elem)
{
elem = (*NativeValue._p)._arrayVector._ptr[index];
}
}
internal interface IGenericGodotArray
{
Array UnderlyingArray { get; }
Type TypeOfElements { get; }
}
// TODO: Now we should be able to avoid boxing
/// <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>
[SuppressMessage("ReSharper", "RedundantExtendsListEntry")]
public sealed class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>, IGenericGodotArray
{
private readonly Array _underlyingArray;
// ReSharper disable StaticMemberInGenericType
// Warning is about unique static fields being created for each generic type combination:
// https://www.jetbrains.com/help/resharper/StaticMemberInGenericType.html
// In our case this is exactly what we want.
private static readonly Type TypeOfElements = typeof(T);
// ReSharper restore StaticMemberInGenericType
Array IGenericGodotArray.UnderlyingArray => _underlyingArray;
Type IGenericGodotArray.TypeOfElements => TypeOfElements;
/// <summary>
/// Constructs a new empty <see cref="Array{T}"/>.
/// </summary>
public Array()
{
_underlyingArray = 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)
throw new NullReferenceException($"Parameter '{nameof(collection)} cannot be null.'");
_underlyingArray = new Array(collection);
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given items.
/// </summary>
/// <param name="array">The items to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(params T[] array) : this()
{
if (array == null)
{
throw new NullReferenceException($"Parameter '{nameof(array)} cannot be null.'");
}
_underlyingArray = 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)
{
_underlyingArray = array;
}
// Explicit name to make it very clear
internal static Array<T> CreateTakingOwnershipOfDisposableValue(godot_array nativeValueToOwn)
=> new Array<T>(Array.CreateTakingOwnershipOfDisposableValue(nativeValueToOwn));
/// <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._underlyingArray;
}
/// <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>(_underlyingArray.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 _underlyingArray.Resize(newSize);
}
/// <summary>
/// Shuffles the contents of this <see cref="Array{T}"/> into a random order.
/// </summary>
public void Shuffle()
{
_underlyingArray.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._underlyingArray + right._underlyingArray);
}
// 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
{
_underlyingArray.GetVariantBorrowElementAt(index, out godot_variant borrowElem);
unsafe
{
return (T)Marshaling.variant_to_mono_object_of_type(&borrowElem, TypeOfElements);
}
}
set => _underlyingArray[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 _underlyingArray.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)
{
_underlyingArray.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)
{
_underlyingArray.RemoveAt(index);
}
// 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 => _underlyingArray.Count;
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)
{
_underlyingArray.Add(item);
}
/// <summary>
/// Erases all items from this <see cref="Array{T}"/>.
/// </summary>
public void Clear()
{
_underlyingArray.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 _underlyingArray.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)
throw new ArgumentNullException(nameof(array), "Value cannot be null.");
if (arrayIndex < 0)
throw new ArgumentOutOfRangeException(nameof(arrayIndex),
"Number was less than the array's lower bound in the first dimension.");
int count = _underlyingArray.Count;
if (array.Length < (arrayIndex + count))
throw new ArgumentException(
"Destination array was not long enough. Check destIndex and length, and the array's lower bounds.");
for (int i = 0; i < count; i++)
{
array[arrayIndex] = this[i];
arrayIndex++;
}
}
/// <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)
{
int index = IndexOf(item);
if (index >= 0)
{
RemoveAt(index);
return true;
}
return false;
}
// IEnumerable<T>
/// <summary>
/// Gets an enumerator for this <see cref="Array{T}"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator<T> GetEnumerator()
{
int count = _underlyingArray.Count;
for (int i = 0; i < count; i++)
{
yield return this[i];
}
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
/// <summary>
/// Converts this <see cref="Array{T}"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override string ToString() => _underlyingArray.ToString();
}
}