50b603c7dc
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.
621 lines
22 KiB
C#
621 lines
22 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections;
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using System.Diagnostics.CodeAnalysis;
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using Godot.NativeInterop;
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namespace Godot.Collections
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{
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/// <summary>
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/// Wrapper around Godot's Array class, an array of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// interfacing with the engine. Otherwise prefer .NET collections
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/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
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/// </summary>
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public sealed class Array : IList, IDisposable
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{
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public godot_array NativeValue;
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/// <summary>
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/// Constructs a new empty <see cref="Array"/>.
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/// </summary>
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public Array()
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{
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NativeValue = NativeFuncs.godotsharp_array_new();
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}
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/// <summary>
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/// Constructs a new <see cref="Array"/> from the given collection's elements.
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/// </summary>
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/// <param name="collection">The collection of elements to construct from.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(IEnumerable collection) : this()
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{
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if (collection == null)
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throw new NullReferenceException($"Parameter '{nameof(collection)} cannot be null.'");
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foreach (object element in collection)
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Add(element);
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}
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// TODO: This must be removed. Lots of silent mistakes as it takes pretty much anything.
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/// <summary>
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/// Constructs a new <see cref="Array"/> from the given objects.
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/// </summary>
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/// <param name="array">The objects to put in the new array.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(params object[] array) : this()
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{
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if (array == null)
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throw new NullReferenceException($"Parameter '{nameof(array)} cannot be null.'");
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NativeValue = NativeFuncs.godotsharp_array_new();
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int length = array.Length;
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Resize(length);
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for (int i = 0; i < length; i++)
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this[i] = array[i];
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}
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private Array(godot_array nativeValueToOwn)
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{
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NativeValue = nativeValueToOwn;
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}
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// Explicit name to make it very clear
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internal static Array CreateTakingOwnershipOfDisposableValue(godot_array nativeValueToOwn)
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=> new Array(nativeValueToOwn);
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~Array()
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{
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Dispose(false);
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}
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/// <summary>
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/// Disposes of this <see cref="Array"/>.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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public void Dispose(bool disposing)
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{
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// Always dispose `NativeValue` even if disposing is true
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NativeValue.Dispose();
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}
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/// <summary>
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/// Duplicates this <see cref="Array"/>.
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/// </summary>
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/// <param name="deep">If true, performs a deep copy.</param>
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/// <returns>A new Godot Array.</returns>
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public Array Duplicate(bool deep = false)
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{
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godot_array newArray;
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NativeFuncs.godotsharp_array_duplicate(ref NativeValue, deep.ToGodotBool(), out newArray);
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return CreateTakingOwnershipOfDisposableValue(newArray);
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}
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/// <summary>
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/// Resizes this <see cref="Array"/> to the given size.
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/// </summary>
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/// <param name="newSize">The new size of the array.</param>
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/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
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public Error Resize(int newSize) => NativeFuncs.godotsharp_array_resize(ref NativeValue, newSize);
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/// <summary>
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/// Shuffles the contents of this <see cref="Array"/> into a random order.
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/// </summary>
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public void Shuffle() => NativeFuncs.godotsharp_array_shuffle(ref NativeValue);
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/// <summary>
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/// Concatenates these two <see cref="Array"/>s.
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/// </summary>
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/// <param name="left">The first array.</param>
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/// <param name="right">The second array.</param>
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/// <returns>A new Godot Array with the contents of both arrays.</returns>
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public static Array operator +(Array left, Array right)
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{
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int leftCount = left.Count;
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int rightCount = right.Count;
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Array newArray = left.Duplicate(deep: false);
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newArray.Resize(leftCount + rightCount);
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for (int i = 0; i < rightCount; i++)
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newArray[i + leftCount] = right[i];
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return newArray;
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}
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// IList
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bool IList.IsReadOnly => false;
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bool IList.IsFixedSize => false;
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/// <summary>
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/// Returns the object at the given index.
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/// </summary>
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/// <value>The object at the given index.</value>
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public unsafe object this[int index]
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{
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get
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{
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GetVariantBorrowElementAt(index, out godot_variant borrowElem);
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return Marshaling.variant_to_mono_object(&borrowElem);
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}
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set
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{
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if (index < 0 || index >= Count)
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throw new IndexOutOfRangeException();
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godot_variant* ptrw = NativeFuncs.godotsharp_array_ptrw(ref NativeValue);
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ptrw[index] = Marshaling.mono_object_to_variant(value);
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}
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}
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/// <summary>
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/// Adds an object to the end of this <see cref="Array"/>.
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/// This is the same as `append` or `push_back` in GDScript.
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/// </summary>
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/// <param name="value">The object to add.</param>
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/// <returns>The new size after adding the object.</returns>
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public unsafe int Add(object value)
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{
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using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
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return NativeFuncs.godotsharp_array_add(ref NativeValue, &variantValue);
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}
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/// <summary>
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/// Checks if this <see cref="Array"/> contains the given object.
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/// </summary>
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/// <param name="value">The item to look for.</param>
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/// <returns>Whether or not this array contains the given object.</returns>
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public bool Contains(object value) => IndexOf(value) != -1;
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/// <summary>
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/// Erases all items from this <see cref="Array"/>.
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/// </summary>
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public void Clear() => Resize(0);
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/// <summary>
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/// Searches this <see cref="Array"/> for an object
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/// and returns its index or -1 if not found.
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/// </summary>
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/// <param name="value">The object to search for.</param>
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/// <returns>The index of the object, or -1 if not found.</returns>
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public unsafe int IndexOf(object value)
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{
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using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
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return NativeFuncs.godotsharp_array_index_of(ref NativeValue, &variantValue);
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}
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/// <summary>
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/// Inserts a new object at a given position in the array.
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/// The position must be a valid position of an existing item,
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/// or the position at the end of the array.
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/// Existing items will be moved to the right.
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/// </summary>
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/// <param name="index">The index to insert at.</param>
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/// <param name="value">The object to insert.</param>
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public unsafe void Insert(int index, object value)
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{
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if (index < 0 || index > Count)
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throw new IndexOutOfRangeException();
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using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
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NativeFuncs.godotsharp_array_insert(ref NativeValue, index, &variantValue);
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}
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/// <summary>
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/// Removes the first occurrence of the specified value
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/// from this <see cref="Array"/>.
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/// </summary>
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/// <param name="value">The value to remove.</param>
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public void Remove(object value)
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{
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int index = IndexOf(value);
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if (index >= 0)
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RemoveAt(index);
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}
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/// <summary>
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/// Removes an element from this <see cref="Array"/> by index.
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/// </summary>
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/// <param name="index">The index of the element to remove.</param>
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public void RemoveAt(int index)
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{
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if (index < 0 || index > Count)
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throw new IndexOutOfRangeException();
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NativeFuncs.godotsharp_array_remove_at(ref NativeValue, index);
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}
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// ICollection
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/// <summary>
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/// Returns the number of elements in this <see cref="Array"/>.
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/// This is also known as the size or length of the array.
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/// </summary>
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/// <returns>The number of elements.</returns>
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public int Count => NativeValue.Size;
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object ICollection.SyncRoot => this;
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bool ICollection.IsSynchronized => false;
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/// <summary>
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/// Copies the elements of this <see cref="Array"/> to the given
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/// untyped C# array, starting at the given index.
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/// </summary>
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/// <param name="array">The array to copy to.</param>
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/// <param name="destIndex">The index to start at.</param>
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public void CopyTo(System.Array array, int destIndex)
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{
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if (array == null)
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throw new ArgumentNullException(nameof(array), "Value cannot be null.");
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if (destIndex < 0)
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{
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throw new ArgumentOutOfRangeException(nameof(destIndex),
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"Number was less than the array's lower bound in the first dimension.");
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}
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int count = Count;
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if (array.Length < (destIndex + count))
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{
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throw new ArgumentException(
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"Destination array was not long enough. Check destIndex and length, and the array's lower bounds.");
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}
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unsafe
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{
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for (int i = 0; i < count; i++)
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{
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object obj = Marshaling.variant_to_mono_object(&(*NativeValue._p)._arrayVector._ptr[i]);
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array.SetValue(obj, destIndex);
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destIndex++;
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}
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}
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}
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// IEnumerable
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/// <summary>
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/// Gets an enumerator for this <see cref="Array"/>.
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/// </summary>
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/// <returns>An enumerator.</returns>
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public IEnumerator GetEnumerator()
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{
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int count = Count;
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for (int i = 0; i < count; i++)
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{
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yield return this[i];
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}
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}
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/// <summary>
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/// Converts this <see cref="Array"/> to a string.
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/// </summary>
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/// <returns>A string representation of this array.</returns>
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public override unsafe string ToString()
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{
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using godot_string str = default;
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NativeFuncs.godotsharp_array_to_string(ref NativeValue, &str);
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return Marshaling.mono_string_from_godot(str);
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}
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/// <summary>
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/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
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/// </summary>
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internal void GetVariantBorrowElementAt(int index, out godot_variant elem)
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{
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if (index < 0 || index >= Count)
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throw new IndexOutOfRangeException();
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GetVariantBorrowElementAtUnchecked(index, out elem);
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}
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/// <summary>
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/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
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/// </summary>
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internal unsafe void GetVariantBorrowElementAtUnchecked(int index, out godot_variant elem)
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{
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elem = (*NativeValue._p)._arrayVector._ptr[index];
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}
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}
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internal interface IGenericGodotArray
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{
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Array UnderlyingArray { get; }
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Type TypeOfElements { get; }
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}
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// TODO: Now we should be able to avoid boxing
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/// <summary>
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/// Typed wrapper around Godot's Array class, an array of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// interfacing with the engine. Otherwise prefer .NET collections
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/// such as arrays or <see cref="List{T}"/>.
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/// </summary>
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/// <typeparam name="T">The type of the array.</typeparam>
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[SuppressMessage("ReSharper", "RedundantExtendsListEntry")]
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public sealed class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>, IGenericGodotArray
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{
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private readonly Array _underlyingArray;
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// ReSharper disable StaticMemberInGenericType
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// Warning is about unique static fields being created for each generic type combination:
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// https://www.jetbrains.com/help/resharper/StaticMemberInGenericType.html
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// In our case this is exactly what we want.
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private static readonly Type TypeOfElements = typeof(T);
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// ReSharper restore StaticMemberInGenericType
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Array IGenericGodotArray.UnderlyingArray => _underlyingArray;
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Type IGenericGodotArray.TypeOfElements => TypeOfElements;
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/// <summary>
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/// Constructs a new empty <see cref="Array{T}"/>.
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/// </summary>
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public Array()
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{
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_underlyingArray = new Array();
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}
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/// <summary>
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/// Constructs a new <see cref="Array{T}"/> from the given collection's elements.
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/// </summary>
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/// <param name="collection">The collection of elements to construct from.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(IEnumerable<T> collection)
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{
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if (collection == null)
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throw new NullReferenceException($"Parameter '{nameof(collection)} cannot be null.'");
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_underlyingArray = new Array(collection);
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}
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/// <summary>
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/// Constructs a new <see cref="Array{T}"/> from the given items.
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/// </summary>
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/// <param name="array">The items to put in the new array.</param>
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/// <returns>A new Godot Array.</returns>
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public Array(params T[] array) : this()
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{
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if (array == null)
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{
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throw new NullReferenceException($"Parameter '{nameof(array)} cannot be null.'");
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}
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_underlyingArray = new Array(array);
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}
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/// <summary>
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/// Constructs a typed <see cref="Array{T}"/> from an untyped <see cref="Array"/>.
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/// </summary>
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/// <param name="array">The untyped array to construct from.</param>
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public Array(Array array)
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{
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_underlyingArray = array;
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}
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// Explicit name to make it very clear
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internal static Array<T> CreateTakingOwnershipOfDisposableValue(godot_array nativeValueToOwn)
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=> new Array<T>(Array.CreateTakingOwnershipOfDisposableValue(nativeValueToOwn));
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/// <summary>
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/// Converts this typed <see cref="Array{T}"/> to an untyped <see cref="Array"/>.
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/// </summary>
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/// <param name="from">The typed array to convert.</param>
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public static explicit operator Array(Array<T> from)
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{
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return from._underlyingArray;
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}
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/// <summary>
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/// Duplicates this <see cref="Array{T}"/>.
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/// </summary>
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/// <param name="deep">If true, performs a deep copy.</param>
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/// <returns>A new Godot Array.</returns>
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public Array<T> Duplicate(bool deep = false)
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{
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return new Array<T>(_underlyingArray.Duplicate(deep));
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}
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/// <summary>
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/// Resizes this <see cref="Array{T}"/> to the given size.
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/// </summary>
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/// <param name="newSize">The new size of the array.</param>
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/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
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public Error Resize(int newSize)
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{
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return _underlyingArray.Resize(newSize);
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}
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/// <summary>
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/// Shuffles the contents of this <see cref="Array{T}"/> into a random order.
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/// </summary>
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public void Shuffle()
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{
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_underlyingArray.Shuffle();
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}
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/// <summary>
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/// Concatenates these two <see cref="Array{T}"/>s.
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/// </summary>
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/// <param name="left">The first array.</param>
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/// <param name="right">The second array.</param>
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/// <returns>A new Godot Array with the contents of both arrays.</returns>
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public static Array<T> operator +(Array<T> left, Array<T> right)
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{
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return new Array<T>(left._underlyingArray + right._underlyingArray);
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}
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// IList<T>
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/// <summary>
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/// Returns the value at the given index.
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/// </summary>
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/// <value>The value at the given index.</value>
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public T this[int index]
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{
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get
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{
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_underlyingArray.GetVariantBorrowElementAt(index, out godot_variant borrowElem);
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unsafe
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{
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return (T)Marshaling.variant_to_mono_object_of_type(&borrowElem, TypeOfElements);
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}
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}
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set => _underlyingArray[index] = value;
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}
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/// <summary>
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/// Searches this <see cref="Array{T}"/> for an item
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/// and returns its index or -1 if not found.
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/// </summary>
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/// <param name="item">The item to search for.</param>
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/// <returns>The index of the item, or -1 if not found.</returns>
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public int IndexOf(T item)
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{
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return _underlyingArray.IndexOf(item);
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}
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/// <summary>
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/// Inserts a new item at a given position in the <see cref="Array{T}"/>.
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/// The position must be a valid position of an existing item,
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|
/// or the position at the end of the array.
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/// Existing items will be moved to the right.
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/// </summary>
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/// <param name="index">The index to insert at.</param>
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/// <param name="item">The item to insert.</param>
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public void Insert(int index, T item)
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{
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_underlyingArray.Insert(index, item);
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}
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/// <summary>
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/// Removes an element from this <see cref="Array{T}"/> by index.
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/// </summary>
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/// <param name="index">The index of the element to remove.</param>
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public void RemoveAt(int index)
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{
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_underlyingArray.RemoveAt(index);
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}
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// ICollection<T>
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/// <summary>
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/// Returns the number of elements in this <see cref="Array{T}"/>.
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/// This is also known as the size or length of the array.
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/// </summary>
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/// <returns>The number of elements.</returns>
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public int Count => _underlyingArray.Count;
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bool ICollection<T>.IsReadOnly => false;
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/// <summary>
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/// Adds an item to the end of this <see cref="Array{T}"/>.
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|
/// This is the same as `append` or `push_back` in GDScript.
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/// </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();
|
|
}
|
|
}
|