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.
650 lines
24 KiB
C#
650 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections;
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using Godot.NativeInterop;
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using System.Diagnostics.CodeAnalysis;
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namespace Godot.Collections
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{
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/// <summary>
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/// Wrapper around Godot's Dictionary class, a dictionary of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// interfacing with the engine.
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/// </summary>
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public sealed class Dictionary :
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IDictionary,
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IDisposable
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{
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public godot_dictionary NativeValue;
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/// <summary>
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/// Constructs a new empty <see cref="Dictionary"/>.
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/// </summary>
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public Dictionary()
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{
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NativeValue = NativeFuncs.godotsharp_dictionary_new();
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}
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/// <summary>
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/// Constructs a new <see cref="Dictionary"/> from the given dictionary's elements.
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/// </summary>
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/// <param name="dictionary">The dictionary to construct from.</param>
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/// <returns>A new Godot Dictionary.</returns>
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public Dictionary(IDictionary dictionary) : this()
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{
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if (dictionary == null)
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throw new NullReferenceException($"Parameter '{nameof(dictionary)} cannot be null.'");
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foreach (DictionaryEntry entry in dictionary)
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Add(entry.Key, entry.Value);
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}
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private Dictionary(godot_dictionary 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 Dictionary CreateTakingOwnershipOfDisposableValue(godot_dictionary nativeValueToOwn)
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=> new Dictionary(nativeValueToOwn);
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~Dictionary()
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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="Dictionary"/>.
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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="Dictionary"/>.
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/// </summary>
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/// <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
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/// <returns>A new Godot Dictionary.</returns>
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public Dictionary Duplicate(bool deep = false)
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{
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godot_dictionary newDictionary;
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NativeFuncs.godotsharp_dictionary_duplicate(ref NativeValue, deep.ToGodotBool(), out newDictionary);
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return CreateTakingOwnershipOfDisposableValue(newDictionary);
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}
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// IDictionary
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/// <summary>
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/// Gets the collection of keys in this <see cref="Dictionary"/>.
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/// </summary>
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public ICollection Keys
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{
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get
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{
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godot_array keysArray;
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NativeFuncs.godotsharp_dictionary_keys(ref NativeValue, out keysArray);
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return Array.CreateTakingOwnershipOfDisposableValue(keysArray);
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}
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}
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/// <summary>
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/// Gets the collection of elements in this <see cref="Dictionary"/>.
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/// </summary>
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public ICollection Values
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{
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get
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{
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godot_array valuesArray;
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NativeFuncs.godotsharp_dictionary_values(ref NativeValue, out valuesArray);
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return Array.CreateTakingOwnershipOfDisposableValue(valuesArray);
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}
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}
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private (Array keys, Array values, int count) GetKeyValuePairs()
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{
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godot_array keysArray;
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NativeFuncs.godotsharp_dictionary_keys(ref NativeValue, out keysArray);
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var keys = Array.CreateTakingOwnershipOfDisposableValue(keysArray);
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godot_array valuesArray;
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NativeFuncs.godotsharp_dictionary_keys(ref NativeValue, out valuesArray);
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var values = Array.CreateTakingOwnershipOfDisposableValue(valuesArray);
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int count = NativeFuncs.godotsharp_dictionary_count(ref NativeValue);
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return (keys, values, count);
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}
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bool IDictionary.IsFixedSize => false;
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bool IDictionary.IsReadOnly => false;
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/// <summary>
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/// Returns the object at the given <paramref name="key"/>.
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/// </summary>
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/// <value>The object at the given <paramref name="key"/>.</value>
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public unsafe object this[object key]
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{
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get
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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if (NativeFuncs.godotsharp_dictionary_try_get_value(ref NativeValue, &variantKey,
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out godot_variant value).ToBool())
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{
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using (value)
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return Marshaling.variant_to_mono_object(&value);
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}
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else
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{
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throw new KeyNotFoundException();
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}
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}
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set
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
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NativeFuncs.godotsharp_dictionary_set_value(ref NativeValue, &variantKey, &variantValue);
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}
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}
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/// <summary>
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/// Adds an object <paramref name="value"/> at key <paramref name="key"/>
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/// to this <see cref="Dictionary"/>.
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/// </summary>
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/// <param name="key">The key at which to add the object.</param>
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/// <param name="value">The object to add.</param>
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public unsafe void Add(object key, object value)
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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if (NativeFuncs.godotsharp_dictionary_contains_key(ref NativeValue, &variantKey).ToBool())
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throw new ArgumentException("An element with the same key already exists", nameof(key));
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using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
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NativeFuncs.godotsharp_dictionary_add(ref NativeValue, &variantKey, &variantValue);
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}
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/// <summary>
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/// Erases all items from this <see cref="Dictionary"/>.
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/// </summary>
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public void Clear() => NativeFuncs.godotsharp_dictionary_clear(ref NativeValue);
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/// <summary>
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/// Checks if this <see cref="Dictionary"/> contains the given key.
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/// </summary>
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/// <param name="key">The key to look for.</param>
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/// <returns>Whether or not this dictionary contains the given key.</returns>
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public unsafe bool Contains(object key)
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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return NativeFuncs.godotsharp_dictionary_contains_key(ref NativeValue, &variantKey).ToBool();
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}
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/// <summary>
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/// Gets an enumerator for this <see cref="Dictionary"/>.
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/// </summary>
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/// <returns>An enumerator.</returns>
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public IDictionaryEnumerator GetEnumerator() => new DictionaryEnumerator(this);
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/// <summary>
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/// Removes an element from this <see cref="Dictionary"/> by key.
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/// </summary>
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/// <param name="key">The key of the element to remove.</param>
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public unsafe void Remove(object key)
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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NativeFuncs.godotsharp_dictionary_remove_key(ref NativeValue, &variantKey);
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}
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// ICollection
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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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/// Returns the number of elements in this <see cref="Dictionary"/>.
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/// This is also known as the size or length of the dictionary.
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/// </summary>
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/// <returns>The number of elements.</returns>
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public int Count => NativeFuncs.godotsharp_dictionary_count(ref NativeValue);
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/// <summary>
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/// Copies the elements of this <see cref="Dictionary"/> 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="index">The index to start at.</param>
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public void CopyTo(System.Array array, int index)
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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 (index < 0)
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throw new ArgumentOutOfRangeException(nameof(index),
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"Number was less than the array's lower bound in the first dimension.");
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var (keys, values, count) = GetKeyValuePairs();
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if (array.Length < (index + count))
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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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for (int i = 0; i < count; i++)
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{
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array.SetValue(new DictionaryEntry(keys[i], values[i]), index);
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index++;
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}
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}
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// IEnumerable
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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private class DictionaryEnumerator : IDictionaryEnumerator
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{
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private readonly Dictionary dictionary;
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private readonly int count;
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private int index = -1;
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private bool dirty = true;
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private DictionaryEntry entry;
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public DictionaryEnumerator(Dictionary dictionary)
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{
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this.dictionary = dictionary;
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count = dictionary.Count;
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}
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public object Current => Entry;
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public DictionaryEntry Entry
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{
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get
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{
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if (dirty)
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{
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UpdateEntry();
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}
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return entry;
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}
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}
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private unsafe void UpdateEntry()
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{
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dirty = false;
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NativeFuncs.godotsharp_dictionary_key_value_pair_at(ref dictionary.NativeValue, index,
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out godot_variant key,
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out godot_variant value);
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using (key)
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using (value)
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{
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entry = new DictionaryEntry(Marshaling.variant_to_mono_object(&key),
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Marshaling.variant_to_mono_object(&value));
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}
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}
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public object Key => Entry.Key;
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public object Value => Entry.Value;
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public bool MoveNext()
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{
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index++;
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dirty = true;
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return index < count;
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}
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public void Reset()
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{
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index = -1;
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dirty = true;
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}
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}
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/// <summary>
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/// Converts this <see cref="Dictionary"/> to a string.
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/// </summary>
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/// <returns>A string representation of this dictionary.</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_dictionary_to_string(ref NativeValue, &str);
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return Marshaling.mono_string_from_godot(str);
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}
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}
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internal interface IGenericGodotDictionary
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{
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Dictionary UnderlyingDictionary { get; }
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Type TypeOfKeys { get; }
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Type TypeOfValues { 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 Dictionary class, a dictionary 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.Collections.Generic.Dictionary{TKey, TValue}"/>.
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/// </summary>
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/// <typeparam name="TKey">The type of the dictionary's keys.</typeparam>
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/// <typeparam name="TValue">The type of the dictionary's values.</typeparam>
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public sealed class Dictionary<TKey, TValue> :
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IDictionary<TKey, TValue>, IGenericGodotDictionary
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{
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private readonly Dictionary _underlyingDict;
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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 TypeOfKeys = typeof(TKey);
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private static readonly Type TypeOfValues = typeof(TValue);
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// ReSharper restore StaticMemberInGenericType
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Dictionary IGenericGodotDictionary.UnderlyingDictionary => _underlyingDict;
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Type IGenericGodotDictionary.TypeOfKeys => TypeOfKeys;
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Type IGenericGodotDictionary.TypeOfValues => TypeOfValues;
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/// <summary>
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/// Constructs a new empty <see cref="Dictionary{TKey, TValue}"/>.
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/// </summary>
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public Dictionary()
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{
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_underlyingDict = new Dictionary();
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}
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/// <summary>
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/// Constructs a new <see cref="Dictionary{TKey, TValue}"/> from the given dictionary's elements.
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/// </summary>
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/// <param name="dictionary">The dictionary to construct from.</param>
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/// <returns>A new Godot Dictionary.</returns>
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public Dictionary(IDictionary<TKey, TValue> dictionary)
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{
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_underlyingDict = new Dictionary();
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if (dictionary == null)
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throw new NullReferenceException($"Parameter '{nameof(dictionary)} cannot be null.'");
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foreach (KeyValuePair<TKey, TValue> entry in dictionary)
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Add(entry.Key, entry.Value);
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}
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/// <summary>
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/// Constructs a new <see cref="Dictionary{TKey, TValue}"/> from the given dictionary's elements.
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/// </summary>
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/// <param name="dictionary">The dictionary to construct from.</param>
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/// <returns>A new Godot Dictionary.</returns>
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public Dictionary(Dictionary dictionary)
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{
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_underlyingDict = dictionary;
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}
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// Explicit name to make it very clear
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internal static Dictionary<TKey, TValue> CreateTakingOwnershipOfDisposableValue(
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godot_dictionary nativeValueToOwn)
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=> new Dictionary<TKey, TValue>(Dictionary.CreateTakingOwnershipOfDisposableValue(nativeValueToOwn));
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/// <summary>
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/// Converts this typed <see cref="Dictionary{TKey, TValue}"/> to an untyped <see cref="Dictionary"/>.
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/// </summary>
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/// <param name="from">The typed dictionary to convert.</param>
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public static explicit operator Dictionary(Dictionary<TKey, TValue> from)
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{
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return from._underlyingDict;
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}
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/// <summary>
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/// Duplicates this <see cref="Dictionary{TKey, TValue}"/>.
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/// </summary>
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/// <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
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/// <returns>A new Godot Dictionary.</returns>
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public Dictionary<TKey, TValue> Duplicate(bool deep = false)
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{
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return new Dictionary<TKey, TValue>(_underlyingDict.Duplicate(deep));
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}
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// IDictionary<TKey, TValue>
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/// <summary>
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/// Returns the value at the given <paramref name="key"/>.
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/// </summary>
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/// <value>The value at the given <paramref name="key"/>.</value>
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public TValue this[TKey key]
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{
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get
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{
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unsafe
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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if (NativeFuncs.godotsharp_dictionary_try_get_value(ref _underlyingDict.NativeValue,
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&variantKey, out godot_variant value).ToBool())
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{
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using (value)
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return (TValue)Marshaling.variant_to_mono_object_of_type(&value, TypeOfValues);
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}
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else
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{
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throw new KeyNotFoundException();
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}
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}
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}
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set => _underlyingDict[key] = value;
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}
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/// <summary>
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/// Gets the collection of keys in this <see cref="Dictionary{TKey, TValue}"/>.
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/// </summary>
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public ICollection<TKey> Keys
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{
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get
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{
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godot_array keyArray;
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NativeFuncs.godotsharp_dictionary_keys(ref _underlyingDict.NativeValue, out keyArray);
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return Array<TKey>.CreateTakingOwnershipOfDisposableValue(keyArray);
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}
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}
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/// <summary>
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/// Gets the collection of elements in this <see cref="Dictionary{TKey, TValue}"/>.
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/// </summary>
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public ICollection<TValue> Values
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{
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get
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{
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godot_array valuesArray;
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NativeFuncs.godotsharp_dictionary_values(ref _underlyingDict.NativeValue, out valuesArray);
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return Array<TValue>.CreateTakingOwnershipOfDisposableValue(valuesArray);
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}
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}
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private unsafe KeyValuePair<TKey, TValue> GetKeyValuePair(int index)
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{
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NativeFuncs.godotsharp_dictionary_key_value_pair_at(ref _underlyingDict.NativeValue, index,
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out godot_variant key,
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out godot_variant value);
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using (key)
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using (value)
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{
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return new KeyValuePair<TKey, TValue>((TKey)Marshaling.variant_to_mono_object(&key),
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(TValue)Marshaling.variant_to_mono_object(&value));
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}
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}
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/// <summary>
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/// Adds an object <paramref name="value"/> at key <paramref name="key"/>
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/// to this <see cref="Dictionary{TKey, TValue}"/>.
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/// </summary>
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/// <param name="key">The key at which to add the object.</param>
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/// <param name="value">The object to add.</param>
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public void Add(TKey key, TValue value)
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{
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_underlyingDict.Add(key, value);
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}
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/// <summary>
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/// Checks if this <see cref="Dictionary{TKey, TValue}"/> contains the given key.
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/// </summary>
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/// <param name="key">The key to look for.</param>
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/// <returns>Whether or not this dictionary contains the given key.</returns>
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public bool ContainsKey(TKey key)
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{
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return _underlyingDict.Contains(key);
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}
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/// <summary>
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/// Removes an element from this <see cref="Dictionary{TKey, TValue}"/> by key.
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/// </summary>
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/// <param name="key">The key of the element to remove.</param>
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public unsafe bool Remove(TKey key)
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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return NativeFuncs.godotsharp_dictionary_remove_key(ref _underlyingDict.NativeValue, &variantKey).ToBool();
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}
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/// <summary>
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/// Gets the object at the given <paramref name="key"/>.
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/// </summary>
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/// <param name="key">The key of the element to get.</param>
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/// <param name="value">The value at the given <paramref name="key"/>.</param>
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/// <returns>If an object was found for the given <paramref name="key"/>.</returns>
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public unsafe bool TryGetValue(TKey key, [MaybeNullWhen(false)] out TValue value)
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{
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using godot_variant variantKey = Marshaling.mono_object_to_variant(key);
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bool found = NativeFuncs.godotsharp_dictionary_try_get_value(ref _underlyingDict.NativeValue,
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&variantKey, out godot_variant retValue).ToBool();
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using (retValue)
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{
|
|
value = found ?
|
|
(TValue)Marshaling.variant_to_mono_object_of_type(&retValue, TypeOfValues) :
|
|
default;
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
// ICollection<KeyValuePair<TKey, TValue>>
|
|
|
|
/// <summary>
|
|
/// Returns the number of elements in this <see cref="Dictionary{TKey, TValue}"/>.
|
|
/// This is also known as the size or length of the dictionary.
|
|
/// </summary>
|
|
/// <returns>The number of elements.</returns>
|
|
public int Count => _underlyingDict.Count;
|
|
|
|
bool ICollection<KeyValuePair<TKey, TValue>>.IsReadOnly => false;
|
|
|
|
void ICollection<KeyValuePair<TKey, TValue>>.Add(KeyValuePair<TKey, TValue> item)
|
|
{
|
|
_underlyingDict.Add(item.Key, item.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Erases all the items from this <see cref="Dictionary{TKey, TValue}"/>.
|
|
/// </summary>
|
|
public void Clear()
|
|
{
|
|
_underlyingDict.Clear();
|
|
}
|
|
|
|
unsafe bool ICollection<KeyValuePair<TKey, TValue>>.Contains(KeyValuePair<TKey, TValue> item)
|
|
{
|
|
using godot_variant variantKey = Marshaling.mono_object_to_variant(item.Key);
|
|
bool found = NativeFuncs.godotsharp_dictionary_try_get_value(ref _underlyingDict.NativeValue,
|
|
&variantKey, out godot_variant retValue).ToBool();
|
|
|
|
using (retValue)
|
|
{
|
|
if (!found)
|
|
return false;
|
|
|
|
return NativeFuncs.godotsharp_variant_equals(&variantKey, &retValue).ToBool();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Copies the elements of this <see cref="Dictionary{TKey, TValue}"/> to the given
|
|
/// untyped C# array, starting at the given index.
|
|
/// </summary>
|
|
/// <param name="array">The array to copy to.</param>
|
|
/// <param name="arrayIndex">The index to start at.</param>
|
|
public void CopyTo(KeyValuePair<TKey, TValue>[] 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 = 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] = GetKeyValuePair(i);
|
|
arrayIndex++;
|
|
}
|
|
}
|
|
|
|
unsafe bool ICollection<KeyValuePair<TKey, TValue>>.Remove(KeyValuePair<TKey, TValue> item)
|
|
{
|
|
using godot_variant variantKey = Marshaling.mono_object_to_variant(item.Key);
|
|
bool found = NativeFuncs.godotsharp_dictionary_try_get_value(ref _underlyingDict.NativeValue,
|
|
&variantKey, out godot_variant retValue).ToBool();
|
|
|
|
using (retValue)
|
|
{
|
|
if (!found)
|
|
return false;
|
|
|
|
if (NativeFuncs.godotsharp_variant_equals(&variantKey, &retValue).ToBool())
|
|
{
|
|
return NativeFuncs.godotsharp_dictionary_remove_key(
|
|
ref _underlyingDict.NativeValue, &variantKey).ToBool();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// IEnumerable<KeyValuePair<TKey, TValue>>
|
|
|
|
/// <summary>
|
|
/// Gets an enumerator for this <see cref="Dictionary{TKey, TValue}"/>.
|
|
/// </summary>
|
|
/// <returns>An enumerator.</returns>
|
|
public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()
|
|
{
|
|
for (int i = 0; i < Count; i++)
|
|
{
|
|
yield return GetKeyValuePair(i);
|
|
}
|
|
}
|
|
|
|
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
|
|
|
/// <summary>
|
|
/// Converts this <see cref="Dictionary{TKey, TValue}"/> to a string.
|
|
/// </summary>
|
|
/// <returns>A string representation of this dictionary.</returns>
|
|
public override string ToString() => _underlyingDict.ToString();
|
|
}
|
|
}
|