using System;
using System.Collections.Generic;
using System.Collections;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Runtime.CompilerServices;
using Godot.NativeInterop;
using System.Diagnostics;
#nullable enable
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>
[DebuggerTypeProxy(typeof(ArrayDebugView<Variant>))]
[DebuggerDisplay("Count = {Count}")]
#pragma warning disable CA1710 // Identifiers should have correct suffix
public sealed class Array :
#pragma warning restore CA1710
IList<Variant>,
IReadOnlyList<Variant>,
ICollection,
IDisposable
{
internal godot_array.movable NativeValue;
private WeakReference<IDisposable>? _weakReferenceToSelf;
/// <summary>
/// Constructs a new empty <see cref="Array"/>.
/// </summary>
public Array()
{
NativeValue = (godot_array.movable)NativeFuncs.godotsharp_array_new();
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given collection's elements.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="collection"/> is <see langword="null"/>.
/// </exception>
/// <param name="collection">The collection of elements to construct from.</param>
/// <returns>A new Godot Array.</returns>
public Array(IEnumerable<Variant> collection) : this()
{
if (collection == null)
throw new ArgumentNullException(nameof(collection));
foreach (Variant element in collection)
Add(element);
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given objects.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <param name="array">The objects to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(Variant[] array)
{
if (array == null)
throw new ArgumentNullException(nameof(array));
NativeValue = (godot_array.movable)NativeFuncs.godotsharp_array_new();
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given span's elements.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <returns>A new Godot Array.</returns>
public Array(Span<StringName> array)
{
if (array == null)
throw new ArgumentNullException(nameof(array));
NativeValue = (godot_array.movable)NativeFuncs.godotsharp_array_new();
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given span's elements.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <returns>A new Godot Array.</returns>
public Array(Span<NodePath> array)
{
if (array == null)
throw new ArgumentNullException(nameof(array));
NativeValue = (godot_array.movable)NativeFuncs.godotsharp_array_new();
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given span's elements.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <returns>A new Godot Array.</returns>
public Array(Span<Rid> array)
{
if (array == null)
throw new ArgumentNullException(nameof(array));
NativeValue = (godot_array.movable)NativeFuncs.godotsharp_array_new();
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
// We must use ReadOnlySpan instead of Span here as this can accept implicit conversions
// from derived types (e.g.: Node[]). Implicit conversion from Derived[] to Base[] are
// fine as long as the array is not mutated. However, Span does this type checking at
// instantiation, so it's not possible to use it even when not mutating anything.
/// <summary>
/// Constructs a new <see cref="Array"/> from the given ReadOnlySpan's elements.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <returns>A new Godot Array.</returns>
public Array(ReadOnlySpan<GodotObject> array)
{
if (array == null)
throw new ArgumentNullException(nameof(array));
NativeValue = (godot_array.movable)NativeFuncs.godotsharp_array_new();
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
private Array(godot_array nativeValueToOwn)
{
NativeValue = (godot_array.movable)(nativeValueToOwn.IsAllocated ?
nativeValueToOwn :
NativeFuncs.godotsharp_array_new());
_weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this);
}
// 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.DangerousSelfRef.Dispose();
if (_weakReferenceToSelf != null)
{
DisposablesTracker.UnregisterDisposable(_weakReferenceToSelf);
}
}
/// <summary>
/// Returns a copy of the <see cref="Array"/>.
/// If <paramref name="deep"/> is <see langword="true"/>, a deep copy if performed:
/// all nested arrays and dictionaries are duplicated and will not be shared with
/// the original array. If <see langword="false"/>, a shallow copy is made and
/// references to the original nested arrays and dictionaries are kept, so that
/// modifying a sub-array or dictionary in the copy will also impact those
/// referenced in the source array. Note that any <see cref="GodotObject"/> derived
/// elements will be shallow copied regardless of the <paramref name="deep"/>
/// setting.
/// </summary>
/// <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
/// <returns>A new Godot Array.</returns>
public Array Duplicate(bool deep = false)
{
godot_array newArray;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_duplicate(ref self, deep.ToGodotBool(), out newArray);
return CreateTakingOwnershipOfDisposableValue(newArray);
}
/// <summary>
/// Assigns the given value to all elements in the array. This can typically be
/// used together with <see cref="Resize(int)"/> to create an array with a given
/// size and initialized elements.
/// Note: If <paramref name="value"/> is of a reference type (<see cref="GodotObject"/>
/// derived, <see cref="Array"/> or <see cref="Dictionary"/>, etc.) then the array
/// is filled with the references to the same object, i.e. no duplicates are
/// created.
/// </summary>
/// <example>
/// <code>
/// var array = new Godot.Collections.Array();
/// array.Resize(10);
/// array.Fill(0); // Initialize the 10 elements to 0.
/// </code>
/// </example>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <param name="value">The value to fill the array with.</param>
public void Fill(Variant value)
{
ThrowIfReadOnly();
godot_variant variantValue = (godot_variant)value.NativeVar;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_fill(ref self, variantValue);
}
/// <summary>
/// Returns the maximum value contained in the array if all elements are of
/// comparable types. If the elements can't be compared, <see langword="null"/>
/// is returned.
/// </summary>
/// <returns>The maximum value contained in the array.</returns>
public Variant Max()
{
godot_variant resVariant;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_max(ref self, out resVariant);
return Variant.CreateTakingOwnershipOfDisposableValue(resVariant);
}
/// <summary>
/// Returns the minimum value contained in the array if all elements are of
/// comparable types. If the elements can't be compared, <see langword="null"/>
/// is returned.
/// </summary>
/// <returns>The minimum value contained in the array.</returns>
public Variant Min()
{
godot_variant resVariant;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_min(ref self, out resVariant);
return Variant.CreateTakingOwnershipOfDisposableValue(resVariant);
}
/// <summary>
/// Returns a random value from the target array.
/// </summary>
/// <example>
/// <code>
/// var array = new Godot.Collections.Array { 1, 2, 3, 4 };
/// GD.Print(array.PickRandom()); // Prints either of the four numbers.
/// </code>
/// </example>
/// <returns>A random element from the array.</returns>
public Variant PickRandom()
{
godot_variant resVariant;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_pick_random(ref self, out resVariant);
return Variant.CreateTakingOwnershipOfDisposableValue(resVariant);
}
/// <summary>
/// Compares this <see cref="Array"/> against the <paramref name="other"/>
/// <see cref="Array"/> recursively. Returns <see langword="true"/> if the
/// sizes and contents of the arrays are equal, <see langword="false"/>
/// otherwise.
/// </summary>
/// <param name="other">The other array to compare against.</param>
/// <returns>
/// <see langword="true"/> if the sizes and contents of the arrays are equal,
/// <see langword="false"/> otherwise.
/// </returns>
public bool RecursiveEqual(Array other)
{
var self = (godot_array)NativeValue;
var otherVariant = (godot_array)other.NativeValue;
return NativeFuncs.godotsharp_array_recursive_equal(ref self, otherVariant).ToBool();
}
/// <summary>
/// Resizes the array to contain a different number of elements. If the array
/// size is smaller, elements are cleared, if bigger, new elements are
/// <see langword="null"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <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)
{
ThrowIfReadOnly();
var self = (godot_array)NativeValue;
return NativeFuncs.godotsharp_array_resize(ref self, newSize);
}
/// <summary>
/// Reverses the order of the elements in the array.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Reverse()
{
ThrowIfReadOnly();
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_reverse(ref self);
}
/// <summary>
/// Shuffles the array such that the items will have a random order.
/// This method uses the global random number generator common to methods
/// such as <see cref="GD.Randi"/>. Call <see cref="GD.Randomize"/> to
/// ensure that a new seed will be used each time if you want
/// non-reproducible shuffling.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Shuffle()
{
ThrowIfReadOnly();
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_shuffle(ref self);
}
/// <summary>
/// Creates a shallow copy of a range of elements in the source <see cref="Array"/>.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="start"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="start">The zero-based index at which the range starts.</param>
/// <returns>A new array that contains the elements inside the slice range.</returns>
public Array Slice(int start)
{
if (start < 0 || start > Count)
throw new ArgumentOutOfRangeException(nameof(start));
return GetSliceRange(start, Count, step: 1, deep: false);
}
/// <summary>
/// Creates a shallow copy of a range of elements in the source <see cref="Array"/>.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="start"/> is less than 0 or greater than the array's size.
/// -or-
/// <paramref name="length"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="start">The zero-based index at which the range starts.</param>
/// <param name="length">The length of the range.</param>
/// <returns>A new array that contains the elements inside the slice range.</returns>
// The Slice method must have this signature to get implicit Range support.
public Array Slice(int start, int length)
{
if (start < 0 || start > Count)
throw new ArgumentOutOfRangeException(nameof(start));
if (length < 0 || length > Count)
throw new ArgumentOutOfRangeException(nameof(start));
return GetSliceRange(start, start + length, step: 1, deep: false);
}
/// <summary>
/// Returns the slice of the <see cref="Array"/>, from <paramref name="start"/>
/// (inclusive) to <paramref name="end"/> (exclusive), as a new <see cref="Array"/>.
/// The absolute value of <paramref name="start"/> and <paramref name="end"/>
/// will be clamped to the array size.
/// If either <paramref name="start"/> or <paramref name="end"/> are negative, they
/// will be relative to the end of the array (i.e. <c>arr.GetSliceRange(0, -2)</c>
/// is a shorthand for <c>arr.GetSliceRange(0, arr.Count - 2)</c>).
/// If specified, <paramref name="step"/> is the relative index between source
/// elements. It can be negative, then <paramref name="start"/> must be higher than
/// <paramref name="end"/>. For example, <c>[0, 1, 2, 3, 4, 5].GetSliceRange(5, 1, -2)</c>
/// returns <c>[5, 3]</c>.
/// If <paramref name="deep"/> is true, each element will be copied by value
/// rather than by reference.
/// </summary>
/// <param name="start">The zero-based index at which the range starts.</param>
/// <param name="end">The zero-based index at which the range ends.</param>
/// <param name="step">The relative index between source elements to take.</param>
/// <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
/// <returns>A new array that contains the elements inside the slice range.</returns>
public Array GetSliceRange(int start, int end, int step = 1, bool deep = false)
{
godot_array newArray;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_slice(ref self, start, end, step, deep.ToGodotBool(), out newArray);
return CreateTakingOwnershipOfDisposableValue(newArray);
}
/// <summary>
/// Sorts the array.
/// Note: The sorting algorithm used is not stable. This means that values
/// considered equal may have their order changed when using <see cref="Sort"/>.
/// Note: Strings are sorted in alphabetical order (as opposed to natural order).
/// This may lead to unexpected behavior when sorting an array of strings ending
/// with a sequence of numbers.
/// To sort with a custom predicate use
/// <see cref="Enumerable.OrderBy{TSource, TKey}(IEnumerable{TSource}, Func{TSource, TKey})"/>.
/// </summary>
/// <example>
/// <code>
/// var strings = new Godot.Collections.Array { "string1", "string2", "string10", "string11" };
/// strings.Sort();
/// GD.Print(strings); // Prints [string1, string10, string11, string2]
/// </code>
/// </example>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Sort()
{
ThrowIfReadOnly();
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_sort(ref self);
}
/// <summary>
/// Concatenates two <see cref="Array"/>s together, with the <paramref name="right"/>
/// being added to the end of the <see cref="Array"/> specified in <paramref name="left"/>.
/// For example, <c>[1, 2] + [3, 4]</c> results in <c>[1, 2, 3, 4]</c>.
/// </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)
{
if (left == null)
{
if (right == null)
return new Array();
return right.Duplicate(deep: false);
}
if (right == null)
return left.Duplicate(deep: false);
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;
}
/// <summary>
/// Returns the item at the given <paramref name="index"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The property is assigned and the array is read-only.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <value>The <see cref="Variant"/> item at the given <paramref name="index"/>.</value>
public unsafe Variant this[int index]
{
get
{
GetVariantBorrowElementAt(index, out godot_variant borrowElem);
return Variant.CreateCopyingBorrowed(borrowElem);
}
set
{
ThrowIfReadOnly();
if (index < 0 || index >= Count)
throw new ArgumentOutOfRangeException(nameof(index));
var self = (godot_array)NativeValue;
godot_variant* ptrw = NativeFuncs.godotsharp_array_ptrw(ref self);
godot_variant* itemPtr = &ptrw[index];
(*itemPtr).Dispose();
*itemPtr = value.CopyNativeVariant();
}
}
/// <summary>
/// Adds an item to the end of this <see cref="Array"/>.
/// This is the same as <c>append</c> or <c>push_back</c> in GDScript.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <param name="item">The <see cref="Variant"/> item to add.</param>
public void Add(Variant item)
{
ThrowIfReadOnly();
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
_ = NativeFuncs.godotsharp_array_add(ref self, variantValue);
}
/// <summary>
/// Adds the elements of the specified collection to the end of this <see cref="Array"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <exception cref="ArgumentNullException">
/// The <paramref name="collection"/> is <see langword="null"/>.
/// </exception>
/// <param name="collection">Collection of <see cref="Variant"/> items to add.</param>
public void AddRange<[MustBeVariant] T>(IEnumerable<T> collection)
{
ThrowIfReadOnly();
if (collection == null)
throw new ArgumentNullException(nameof(collection), "Value cannot be null.");
// If the collection is another Godot Array, we can add the items
// with a single interop call.
if (collection is Array array)
{
var self = (godot_array)NativeValue;
var collectionNative = (godot_array)array.NativeValue;
_ = NativeFuncs.godotsharp_array_add_range(ref self, collectionNative);
return;
}
if (collection is Array<T> typedArray)
{
var self = (godot_array)NativeValue;
var collectionNative = (godot_array)typedArray.NativeValue;
_ = NativeFuncs.godotsharp_array_add_range(ref self, collectionNative);
return;
}
// If we can retrieve the count of the collection without enumerating it
// (e.g.: the collections is a List<T>), use it to resize the array once
// instead of growing it as we add items.
if (collection.TryGetNonEnumeratedCount(out int count))
{
int oldCount = Count;
Resize(Count + count);
using var enumerator = collection.GetEnumerator();
for (int i = 0; i < count; i++)
{
enumerator.MoveNext();
this[oldCount + i] = Variant.From(enumerator.Current);
}
return;
}
foreach (var item in collection)
{
Add(Variant.From(item));
}
}
/// <summary>
/// Finds the index of an existing value using binary search.
/// If the value is not present in the array, it returns the bitwise
/// complement of the insertion index that maintains sorting order.
/// Note: Calling <see cref="BinarySearch(int, int, Variant)"/> on an
/// unsorted array results in unexpected behavior.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0.
/// -or-
/// <paramref name="count"/> is less than 0.
/// </exception>
/// <exception cref="ArgumentException">
/// <paramref name="index"/> and <paramref name="count"/> do not denote
/// a valid range in the <see cref="Array"/>.
/// </exception>
/// <param name="index">The starting index of the range to search.</param>
/// <param name="count">The length of the range to search.</param>
/// <param name="item">The object to locate.</param>
/// <returns>
/// The index of the item in the array, if <paramref name="item"/> is found;
/// otherwise, a negative number that is the bitwise complement of the index
/// of the next element that is larger than <paramref name="item"/> or, if
/// there is no larger element, the bitwise complement of <see cref="Count"/>.
/// </returns>
public int BinarySearch(int index, int count, Variant item)
{
if (index < 0)
throw new ArgumentOutOfRangeException(nameof(index), "index cannot be negative.");
if (count < 0)
throw new ArgumentOutOfRangeException(nameof(count), "count cannot be negative.");
if (Count - index < count)
throw new ArgumentException("length is out of bounds or count is greater than the number of elements.");
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
return NativeFuncs.godotsharp_array_binary_search(ref self, index, count, variantValue);
}
/// <summary>
/// Finds the index of an existing value using binary search.
/// If the value is not present in the array, it returns the bitwise
/// complement of the insertion index that maintains sorting order.
/// Note: Calling <see cref="BinarySearch(Variant)"/> on an unsorted
/// array results in unexpected behavior.
/// </summary>
/// <param name="item">The object to locate.</param>
/// <returns>
/// The index of the item in the array, if <paramref name="item"/> is found;
/// otherwise, a negative number that is the bitwise complement of the index
/// of the next element that is larger than <paramref name="item"/> or, if
/// there is no larger element, the bitwise complement of <see cref="Count"/>.
/// </returns>
public int BinarySearch(Variant item)
{
return BinarySearch(0, Count, item);
}
/// <summary>
/// Returns <see langword="true"/> if the array contains the given value.
/// </summary>
/// <example>
/// <code>
/// var arr = new Godot.Collections.Array { "inside", 7 };
/// GD.Print(arr.Contains("inside")); // True
/// GD.Print(arr.Contains("outside")); // False
/// GD.Print(arr.Contains(7)); // True
/// GD.Print(arr.Contains("7")); // False
/// </code>
/// </example>
/// <param name="item">The <see cref="Variant"/> item to look for.</param>
/// <returns>Whether or not this array contains the given item.</returns>
public bool Contains(Variant item) => IndexOf(item) != -1;
/// <summary>
/// Clears the array. This is the equivalent to using <see cref="Resize(int)"/>
/// with a size of <c>0</c>
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Clear() => Resize(0);
/// <summary>
/// Searches the array for a value and returns its index or <c>-1</c> if not found.
/// </summary>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int IndexOf(Variant item)
{
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
return NativeFuncs.godotsharp_array_index_of(ref self, variantValue);
}
/// <summary>
/// Searches the array for a value and returns its index or <c>-1</c> if not found.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <param name="index">The initial search index to start from.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int IndexOf(Variant item, int index)
{
if (index < 0 || index > Count)
throw new ArgumentOutOfRangeException(nameof(index));
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
return NativeFuncs.godotsharp_array_index_of(ref self, variantValue, index);
}
/// <summary>
/// Searches the array for a value in reverse order and returns its index
/// or <c>-1</c> if not found.
/// </summary>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int LastIndexOf(Variant item)
{
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
return NativeFuncs.godotsharp_array_last_index_of(ref self, variantValue, Count - 1);
}
/// <summary>
/// Searches the array for a value in reverse order and returns its index
/// or <c>-1</c> if not found.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <param name="index">The initial search index to start from.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int LastIndexOf(Variant item, int index)
{
if (index < 0 || index >= Count)
throw new ArgumentOutOfRangeException(nameof(index));
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
return NativeFuncs.godotsharp_array_last_index_of(ref self, variantValue, index);
}
/// <summary>
/// Inserts a new element at a given position in the array. The position
/// must be valid, or at the end of the array (<c>pos == Count - 1</c>).
/// Existing items will be moved to the right.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="index">The index to insert at.</param>
/// <param name="item">The <see cref="Variant"/> item to insert.</param>
public void Insert(int index, Variant item)
{
ThrowIfReadOnly();
if (index < 0 || index > Count)
throw new ArgumentOutOfRangeException(nameof(index));
godot_variant variantValue = (godot_variant)item.NativeVar;
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_insert(ref self, index, variantValue);
}
/// <summary>
/// Removes the first occurrence of the specified <paramref name="item"/>
/// from this <see cref="Array"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <param name="item">The value to remove.</param>
public bool Remove(Variant item)
{
ThrowIfReadOnly();
int index = IndexOf(item);
if (index >= 0)
{
RemoveAt(index);
return true;
}
return false;
}
/// <summary>
/// Removes an element from the array by index.
/// To remove an element by searching for its value, use
/// <see cref="Remove(Variant)"/> instead.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="index">The index of the element to remove.</param>
public void RemoveAt(int index)
{
ThrowIfReadOnly();
if (index < 0 || index > Count)
throw new ArgumentOutOfRangeException(nameof(index));
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_remove_at(ref self, 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.DangerousSelfRef.Size;
bool ICollection.IsSynchronized => false;
object ICollection.SyncRoot => false;
/// <summary>
/// Returns <see langword="true"/> if the array is read-only.
/// See <see cref="MakeReadOnly"/>.
/// </summary>
public bool IsReadOnly => NativeValue.DangerousSelfRef.IsReadOnly;
/// <summary>
/// Makes the <see cref="Array"/> read-only, i.e. disabled modying of the
/// array's elements. Does not apply to nested content, e.g. content of
/// nested arrays.
/// </summary>
public void MakeReadOnly()
{
if (IsReadOnly)
{
// Avoid interop call when the array is already read-only.
return;
}
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_make_read_only(ref self);
}
/// <summary>
/// Copies the elements of this <see cref="Array"/> to the given
/// <see cref="Variant"/> C# array, starting at the given index.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="arrayIndex"/> is less than 0 or greater than the array's size.
/// </exception>
/// <exception cref="ArgumentException">
/// The destination array was not long enough.
/// </exception>
/// <param name="array">The array to copy to.</param>
/// <param name="arrayIndex">The index to start at.</param>
public void CopyTo(Variant[] 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.");
}
unsafe
{
for (int i = 0; i < count; i++)
{
array[arrayIndex] = Variant.CreateCopyingBorrowed(NativeValue.DangerousSelfRef.Elements[i]);
arrayIndex++;
}
}
}
void ICollection.CopyTo(System.Array array, int index)
{
if (array == null)
throw new ArgumentNullException(nameof(array), "Value cannot be null.");
if (index < 0)
{
throw new ArgumentOutOfRangeException(nameof(index),
"Number was less than the array's lower bound in the first dimension.");
}
int count = Count;
if (array.Length < (index + 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 boxedVariant = Variant.CreateCopyingBorrowed(NativeValue.DangerousSelfRef.Elements[i]);
array.SetValue(boxedVariant, index);
index++;
}
}
}
// IEnumerable
/// <summary>
/// Gets an enumerator for this <see cref="Array"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator<Variant> GetEnumerator()
{
int count = Count;
for (int i = 0; i < count; i++)
{
yield return this[i];
}
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
/// <summary>
/// Converts this <see cref="Array"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override string ToString()
{
var self = (godot_array)NativeValue;
NativeFuncs.godotsharp_array_to_string(ref self, out godot_string str);
using (str)
return Marshaling.ConvertStringToManaged(str);
}
/// <summary>
/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
internal void GetVariantBorrowElementAt(int index, out godot_variant elem)
{
if (index < 0 || index >= Count)
throw new ArgumentOutOfRangeException(nameof(index));
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.DangerousSelfRef.Elements[index];
}
private void ThrowIfReadOnly()
{
if (IsReadOnly)
{
throw new InvalidOperationException("Array instance is read-only.");
}
}
}
internal interface IGenericGodotArray
{
public Array UnderlyingArray { get; }
}
/// <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>
[DebuggerTypeProxy(typeof(ArrayDebugView<>))]
[DebuggerDisplay("Count = {Count}")]
[SuppressMessage("ReSharper", "RedundantExtendsListEntry")]
[SuppressMessage("Naming", "CA1710", MessageId = "Identifiers should have correct suffix")]
public sealed class Array<[MustBeVariant] T> :
IList<T>,
IReadOnlyList<T>,
ICollection<T>,
IEnumerable<T>,
IGenericGodotArray
{
private static godot_variant ToVariantFunc(in Array<T> godotArray) =>
VariantUtils.CreateFromArray(godotArray);
private static Array<T> FromVariantFunc(in godot_variant variant) =>
VariantUtils.ConvertToArray<T>(variant);
static unsafe Array()
{
VariantUtils.GenericConversion<Array<T>>.ToVariantCb = &ToVariantFunc;
VariantUtils.GenericConversion<Array<T>>.FromVariantCb = &FromVariantFunc;
}
private readonly Array _underlyingArray;
Array IGenericGodotArray.UnderlyingArray => _underlyingArray;
internal ref godot_array.movable NativeValue
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => ref _underlyingArray.NativeValue;
}
/// <summary>
/// Constructs a new empty <see cref="Array{T}"/>.
/// </summary>
/// <returns>A new Godot Array.</returns>
public Array()
{
_underlyingArray = new Array();
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given collection's elements.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="collection"/> is <see langword="null"/>.
/// </exception>
/// <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 ArgumentNullException(nameof(collection));
_underlyingArray = new Array();
foreach (T element in collection)
Add(element);
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given items.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <param name="array">The items to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(T[] array)
{
if (array == null)
throw new ArgumentNullException(nameof(array));
_underlyingArray = new Array();
foreach (T element in array)
Add(element);
}
/// <summary>
/// Constructs a typed <see cref="Array{T}"/> from an untyped <see cref="Array"/>.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <param name="array">The untyped array to construct from.</param>
/// <returns>A new Godot Array.</returns>
public Array(Array array)
{
if (array == null)
throw new ArgumentNullException(nameof(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>
/// <returns>A new Godot Array, or <see langword="null"/> if <see paramref="from"/> was null.</returns>
[return: NotNullIfNotNull("from")]
public static explicit operator Array?(Array<T>? from)
{
return from?._underlyingArray;
}
/// <summary>
/// Duplicates this <see cref="Array{T}"/>.
/// </summary>
/// <param name="deep">If <see langword="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>
/// Assigns the given value to all elements in the array. This can typically be
/// used together with <see cref="Resize(int)"/> to create an array with a given
/// size and initialized elements.
/// Note: If <paramref name="value"/> is of a reference type (<see cref="GodotObject"/>
/// derived, <see cref="Array"/> or <see cref="Dictionary"/>, etc.) then the array
/// is filled with the references to the same object, i.e. no duplicates are
/// created.
/// </summary>
/// <example>
/// <code>
/// var array = new Godot.Collections.Array<int>();
/// array.Resize(10);
/// array.Fill(0); // Initialize the 10 elements to 0.
/// </code>
/// </example>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <param name="value">The value to fill the array with.</param>
public void Fill(T value)
{
ThrowIfReadOnly();
godot_variant variantValue = VariantUtils.CreateFrom(value);
var self = (godot_array)_underlyingArray.NativeValue;
NativeFuncs.godotsharp_array_fill(ref self, variantValue);
}
/// <summary>
/// Returns the maximum value contained in the array if all elements are of
/// comparable types. If the elements can't be compared, <see langword="default"/>
/// is returned.
/// </summary>
/// <returns>The maximum value contained in the array.</returns>
public T Max()
{
godot_variant resVariant;
var self = (godot_array)_underlyingArray.NativeValue;
NativeFuncs.godotsharp_array_max(ref self, out resVariant);
return VariantUtils.ConvertTo<T>(resVariant);
}
/// <summary>
/// Returns the minimum value contained in the array if all elements are of
/// comparable types. If the elements can't be compared, <see langword="default"/>
/// is returned.
/// </summary>
/// <returns>The minimum value contained in the array.</returns>
public T Min()
{
godot_variant resVariant;
var self = (godot_array)_underlyingArray.NativeValue;
NativeFuncs.godotsharp_array_min(ref self, out resVariant);
return VariantUtils.ConvertTo<T>(resVariant);
}
/// <summary>
/// Returns a random value from the target array.
/// </summary>
/// <example>
/// <code>
/// var array = new Godot.Collections.Array<int> { 1, 2, 3, 4 };
/// GD.Print(array.PickRandom()); // Prints either of the four numbers.
/// </code>
/// </example>
/// <returns>A random element from the array.</returns>
public T PickRandom()
{
godot_variant resVariant;
var self = (godot_array)_underlyingArray.NativeValue;
NativeFuncs.godotsharp_array_pick_random(ref self, out resVariant);
return VariantUtils.ConvertTo<T>(resVariant);
}
/// <summary>
/// Compares this <see cref="Array{T}"/> against the <paramref name="other"/>
/// <see cref="Array{T}"/> recursively. Returns <see langword="true"/> if the
/// sizes and contents of the arrays are equal, <see langword="false"/>
/// otherwise.
/// </summary>
/// <param name="other">The other array to compare against.</param>
/// <returns>
/// <see langword="true"/> if the sizes and contents of the arrays are equal,
/// <see langword="false"/> otherwise.
/// </returns>
public bool RecursiveEqual(Array<T> other)
{
return _underlyingArray.RecursiveEqual(other._underlyingArray);
}
/// <summary>
/// Resizes this <see cref="Array{T}"/> to the given size.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <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>
/// Reverses the order of the elements in the array.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Reverse()
{
_underlyingArray.Reverse();
}
/// <summary>
/// Shuffles the array such that the items will have a random order.
/// This method uses the global random number generator common to methods
/// such as <see cref="GD.Randi"/>. Call <see cref="GD.Randomize"/> to
/// ensure that a new seed will be used each time if you want
/// non-reproducible shuffling.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Shuffle()
{
_underlyingArray.Shuffle();
}
/// <summary>
/// Creates a shallow copy of a range of elements in the source <see cref="Array{T}"/>.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="start"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="start">The zero-based index at which the range starts.</param>
/// <returns>A new array that contains the elements inside the slice range.</returns>
public Array<T> Slice(int start)
{
return GetSliceRange(start, Count, step: 1, deep: false);
}
/// <summary>
/// Creates a shallow copy of a range of elements in the source <see cref="Array{T}"/>.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="start"/> is less than 0 or greater than the array's size.
/// -or-
/// <paramref name="length"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="start">The zero-based index at which the range starts.</param>
/// <param name="length">The length of the range.</param>
/// <returns>A new array that contains the elements inside the slice range.</returns>
// The Slice method must have this signature to get implicit Range support.
public Array<T> Slice(int start, int length)
{
return GetSliceRange(start, start + length, step: 1, deep: false);
}
/// <summary>
/// Returns the slice of the <see cref="Array{T}"/>, from <paramref name="start"/>
/// (inclusive) to <paramref name="end"/> (exclusive), as a new <see cref="Array{T}"/>.
/// The absolute value of <paramref name="start"/> and <paramref name="end"/>
/// will be clamped to the array size.
/// If either <paramref name="start"/> or <paramref name="end"/> are negative, they
/// will be relative to the end of the array (i.e. <c>arr.GetSliceRange(0, -2)</c>
/// is a shorthand for <c>arr.GetSliceRange(0, arr.Count - 2)</c>).
/// If specified, <paramref name="step"/> is the relative index between source
/// elements. It can be negative, then <paramref name="start"/> must be higher than
/// <paramref name="end"/>. For example, <c>[0, 1, 2, 3, 4, 5].GetSliceRange(5, 1, -2)</c>
/// returns <c>[5, 3]</c>.
/// If <paramref name="deep"/> is true, each element will be copied by value
/// rather than by reference.
/// </summary>
/// <param name="start">The zero-based index at which the range starts.</param>
/// <param name="end">The zero-based index at which the range ends.</param>
/// <param name="step">The relative index between source elements to take.</param>
/// <param name="deep">If <see langword="true"/>, performs a deep copy.</param>
/// <returns>A new array that contains the elements inside the slice range.</returns>
public Array<T> GetSliceRange(int start, int end, int step = 1, bool deep = false)
{
return new Array<T>(_underlyingArray.GetSliceRange(start, end, step, deep));
}
/// <summary>
/// Sorts the array.
/// Note: The sorting algorithm used is not stable. This means that values
/// considered equal may have their order changed when using <see cref="Sort"/>.
/// Note: Strings are sorted in alphabetical order (as opposed to natural order).
/// This may lead to unexpected behavior when sorting an array of strings ending
/// with a sequence of numbers.
/// To sort with a custom predicate use
/// <see cref="Enumerable.OrderBy{TSource, TKey}(IEnumerable{TSource}, Func{TSource, TKey})"/>.
/// </summary>
/// <example>
/// <code>
/// var strings = new Godot.Collections.Array<string> { "string1", "string2", "string10", "string11" };
/// strings.Sort();
/// GD.Print(strings); // Prints [string1, string10, string11, string2]
/// </code>
/// </example>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Sort()
{
_underlyingArray.Sort();
}
/// <summary>
/// Concatenates two <see cref="Array{T}"/>s together, with the <paramref name="right"/>
/// being added to the end of the <see cref="Array{T}"/> specified in <paramref name="left"/>.
/// For example, <c>[1, 2] + [3, 4]</c> results in <c>[1, 2, 3, 4]</c>.
/// </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)
{
if (left == null)
{
if (right == null)
return new Array<T>();
return right.Duplicate(deep: false);
}
if (right == null)
return left.Duplicate(deep: false);
return new Array<T>(left._underlyingArray + right._underlyingArray);
}
// IList<T>
/// <summary>
/// Returns the item at the given <paramref name="index"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The property is assigned and the array is read-only.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <value>The <see cref="Variant"/> item at the given <paramref name="index"/>.</value>
public unsafe T this[int index]
{
get
{
_underlyingArray.GetVariantBorrowElementAt(index, out godot_variant borrowElem);
return VariantUtils.ConvertTo<T>(borrowElem);
}
set
{
ThrowIfReadOnly();
if (index < 0 || index >= Count)
throw new ArgumentOutOfRangeException(nameof(index));
var self = (godot_array)_underlyingArray.NativeValue;
godot_variant* ptrw = NativeFuncs.godotsharp_array_ptrw(ref self);
godot_variant* itemPtr = &ptrw[index];
(*itemPtr).Dispose();
*itemPtr = VariantUtils.CreateFrom(value);
}
}
/// <summary>
/// Searches the array for a value and returns its index or <c>-1</c> if not found.
/// </summary>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int IndexOf(T item)
{
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
using var variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
return NativeFuncs.godotsharp_array_index_of(ref self, variantValue);
}
/// <summary>
/// Searches the array for a value and returns its index or <c>-1</c> if not found.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <param name="index">The initial search index to start from.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int IndexOf(T item, int index)
{
if (index < 0 || index > Count)
throw new ArgumentOutOfRangeException(nameof(index));
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
return NativeFuncs.godotsharp_array_index_of(ref self, variantValue, index);
}
/// <summary>
/// Searches the array for a value in reverse order and returns its index
/// or <c>-1</c> if not found.
/// </summary>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int LastIndexOf(Variant item)
{
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
return NativeFuncs.godotsharp_array_last_index_of(ref self, variantValue, Count - 1);
}
/// <summary>
/// Searches the array for a value in reverse order and returns its index
/// or <c>-1</c> if not found.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="item">The <see cref="Variant"/> item to search for.</param>
/// <param name="index">The initial search index to start from.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int LastIndexOf(Variant item, int index)
{
if (index < 0 || index >= Count)
throw new ArgumentOutOfRangeException(nameof(index));
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
godot_variant variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
return NativeFuncs.godotsharp_array_last_index_of(ref self, variantValue, index);
}
/// <summary>
/// Inserts a new element at a given position in the array. The position
/// must be valid, or at the end of the array (<c>pos == Count - 1</c>).
/// Existing items will be moved to the right.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <param name="index">The index to insert at.</param>
/// <param name="item">The <see cref="Variant"/> item to insert.</param>
public void Insert(int index, T item)
{
ThrowIfReadOnly();
if (index < 0 || index > Count)
throw new ArgumentOutOfRangeException(nameof(index));
using var variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
NativeFuncs.godotsharp_array_insert(ref self, index, variantValue);
}
/// <summary>
/// Removes an element from the array by index.
/// To remove an element by searching for its value, use
/// <see cref="Remove(T)"/> instead.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0 or greater than the array's size.
/// </exception>
/// <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;
/// <summary>
/// Returns <see langword="true"/> if the array is read-only.
/// See <see cref="MakeReadOnly"/>.
/// </summary>
public bool IsReadOnly => _underlyingArray.IsReadOnly;
/// <summary>
/// Makes the <see cref="Array{T}"/> read-only, i.e. disabled modying of the
/// array's elements. Does not apply to nested content, e.g. content of
/// nested arrays.
/// </summary>
public void MakeReadOnly()
{
_underlyingArray.MakeReadOnly();
}
/// <summary>
/// Adds an item to the end of this <see cref="Array{T}"/>.
/// This is the same as <c>append</c> or <c>push_back</c> in GDScript.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <param name="item">The <see cref="Variant"/> item to add.</param>
public void Add(T item)
{
ThrowIfReadOnly();
using var variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
_ = NativeFuncs.godotsharp_array_add(ref self, variantValue);
}
/// <summary>
/// Adds the elements of the specified collection to the end of this <see cref="Array{T}"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <exception cref="ArgumentNullException">
/// The <paramref name="collection"/> is <see langword="null"/>.
/// </exception>
/// <param name="collection">Collection of <see cref="Variant"/> items to add.</param>
public void AddRange(IEnumerable<T> collection)
{
ThrowIfReadOnly();
if (collection == null)
throw new ArgumentNullException(nameof(collection), "Value cannot be null.");
// If the collection is another Godot Array, we can add the items
// with a single interop call.
if (collection is Array array)
{
var self = (godot_array)_underlyingArray.NativeValue;
var collectionNative = (godot_array)array.NativeValue;
_ = NativeFuncs.godotsharp_array_add_range(ref self, collectionNative);
return;
}
if (collection is Array<T> typedArray)
{
var self = (godot_array)_underlyingArray.NativeValue;
var collectionNative = (godot_array)typedArray._underlyingArray.NativeValue;
_ = NativeFuncs.godotsharp_array_add_range(ref self, collectionNative);
return;
}
// If we can retrieve the count of the collection without enumerating it
// (e.g.: the collections is a List<T>), use it to resize the array once
// instead of growing it as we add items.
if (collection.TryGetNonEnumeratedCount(out int count))
{
int oldCount = Count;
Resize(Count + count);
using var enumerator = collection.GetEnumerator();
for (int i = 0; i < count; i++)
{
enumerator.MoveNext();
this[oldCount + i] = enumerator.Current;
}
return;
}
foreach (var item in collection)
{
Add(item);
}
}
/// <summary>
/// Finds the index of an existing value using binary search.
/// If the value is not present in the array, it returns the bitwise
/// complement of the insertion index that maintains sorting order.
/// Note: Calling <see cref="BinarySearch(int, int, T)"/> on an unsorted
/// array results in unexpected behavior.
/// </summary>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="index"/> is less than 0.
/// -or-
/// <paramref name="count"/> is less than 0.
/// </exception>
/// <exception cref="ArgumentException">
/// <paramref name="index"/> and <paramref name="count"/> do not denote
/// a valid range in the <see cref="Array{T}"/>.
/// </exception>
/// <param name="index">The starting index of the range to search.</param>
/// <param name="count">The length of the range to search.</param>
/// <param name="item">The object to locate.</param>
/// <returns>
/// The index of the item in the array, if <paramref name="item"/> is found;
/// otherwise, a negative number that is the bitwise complement of the index
/// of the next element that is larger than <paramref name="item"/> or, if
/// there is no larger element, the bitwise complement of <see cref="Count"/>.
/// </returns>
public int BinarySearch(int index, int count, T item)
{
if (index < 0)
throw new ArgumentOutOfRangeException(nameof(index), "index cannot be negative.");
if (count < 0)
throw new ArgumentOutOfRangeException(nameof(count), "count cannot be negative.");
if (Count - index < count)
throw new ArgumentException("length is out of bounds or count is greater than the number of elements.");
if (Count == 0)
{
// Special case for empty array to avoid an interop call.
return -1;
}
using var variantValue = VariantUtils.CreateFrom(item);
var self = (godot_array)_underlyingArray.NativeValue;
return NativeFuncs.godotsharp_array_binary_search(ref self, index, count, variantValue);
}
/// <summary>
/// Finds the index of an existing value using binary search.
/// If the value is not present in the array, it returns the bitwise
/// complement of the insertion index that maintains sorting order.
/// Note: Calling <see cref="BinarySearch(T)"/> on an unsorted
/// array results in unexpected behavior.
/// </summary>
/// <param name="item">The object to locate.</param>
/// <returns>
/// The index of the item in the array, if <paramref name="item"/> is found;
/// otherwise, a negative number that is the bitwise complement of the index
/// of the next element that is larger than <paramref name="item"/> or, if
/// there is no larger element, the bitwise complement of <see cref="Count"/>.
/// </returns>
public int BinarySearch(T item)
{
return BinarySearch(0, Count, item);
}
/// <summary>
/// Clears the array. This is the equivalent to using <see cref="Resize(int)"/>
/// with a size of <c>0</c>
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
public void Clear()
{
_underlyingArray.Clear();
}
/// <summary>
/// Returns <see langword="true"/> if the array contains the given value.
/// </summary>
/// <example>
/// <code>
/// var arr = new Godot.Collections.Array<string> { "inside", "7" };
/// GD.Print(arr.Contains("inside")); // True
/// GD.Print(arr.Contains("outside")); // False
/// GD.Print(arr.Contains(7)); // False
/// GD.Print(arr.Contains("7")); // True
/// </code>
/// </example>
/// <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) => IndexOf(item) != -1;
/// <summary>
/// Copies the elements of this <see cref="Array{T}"/> to the given
/// C# array, starting at the given index.
/// </summary>
/// <exception cref="ArgumentNullException">
/// The <paramref name="array"/> is <see langword="null"/>.
/// </exception>
/// <exception cref="ArgumentOutOfRangeException">
/// <paramref name="arrayIndex"/> is less than 0 or greater than the array's size.
/// </exception>
/// <exception cref="ArgumentException">
/// The destination array was not long enough.
/// </exception>
/// <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 = 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 <paramref name="item"/>
/// from this <see cref="Array{T}"/>.
/// </summary>
/// <exception cref="InvalidOperationException">
/// The array is read-only.
/// </exception>
/// <param name="item">The value to remove.</param>
/// <returns>A <see langword="bool"/> indicating success or failure.</returns>
public bool Remove(T item)
{
ThrowIfReadOnly();
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();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static implicit operator Variant(Array<T> from) => Variant.CreateFrom(from);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static explicit operator Array<T>(Variant from) => from.AsGodotArray<T>();
private void ThrowIfReadOnly()
{
if (IsReadOnly)
{
throw new InvalidOperationException("Array instance is read-only.");
}
}
}
}