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128 lines
3.9 KiB
GDScript
128 lines
3.9 KiB
GDScript
## Small helper tool to work with Godot Arrays
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class_name GdArrayTools
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extends RefCounted
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const max_elements := 32
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const ARRAY_TYPES := [
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TYPE_ARRAY,
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TYPE_PACKED_BYTE_ARRAY,
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TYPE_PACKED_INT32_ARRAY,
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TYPE_PACKED_INT64_ARRAY,
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TYPE_PACKED_FLOAT32_ARRAY,
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TYPE_PACKED_FLOAT64_ARRAY,
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TYPE_PACKED_STRING_ARRAY,
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TYPE_PACKED_VECTOR2_ARRAY,
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TYPE_PACKED_VECTOR3_ARRAY,
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TYPE_PACKED_VECTOR4_ARRAY,
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TYPE_PACKED_COLOR_ARRAY
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]
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static func is_array_type(value: Variant) -> bool:
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return is_type_array(typeof(value))
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static func is_type_array(type :int) -> bool:
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return type in ARRAY_TYPES
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## Filters an array by given value[br]
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## If the given value not an array it returns null, will remove all occurence of given value.
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static func filter_value(array: Variant, value: Variant) -> Variant:
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if not is_array_type(array):
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return null
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@warning_ignore("unsafe_method_access")
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var filtered_array: Variant = array.duplicate()
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@warning_ignore("unsafe_method_access")
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var index: int = filtered_array.find(value)
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while index != -1:
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@warning_ignore("unsafe_method_access")
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filtered_array.remove_at(index)
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@warning_ignore("unsafe_method_access")
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index = filtered_array.find(value)
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return filtered_array
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## Groups an array by a custom key selector
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## The function should take an item and return the group key
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static func group_by(array: Array, key_selector: Callable) -> Dictionary:
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var result := {}
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for item: Variant in array:
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var group_key: Variant = key_selector.call(item)
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var values: Array = result.get_or_add(group_key, [])
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values.append(item)
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return result
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## Erases a value from given array by using equals(l,r) to find the element to erase
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static func erase_value(array :Array, value :Variant) -> void:
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for element :Variant in array:
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if GdObjects.equals(element, value):
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array.erase(element)
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## Scans for the array build in type on a untyped array[br]
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## Returns the buildin type by scan all values and returns the type if all values has the same type.
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## If the values has different types TYPE_VARIANT is returend
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static func scan_typed(array :Array) -> int:
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if array.is_empty():
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return TYPE_NIL
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var actual_type := GdObjects.TYPE_VARIANT
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for value :Variant in array:
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var current_type := typeof(value)
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if not actual_type in [GdObjects.TYPE_VARIANT, current_type]:
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return GdObjects.TYPE_VARIANT
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actual_type = current_type
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return actual_type
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## Converts given array into a string presentation.[br]
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## This function is different to the original Godot str(<array>) implementation.
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## The string presentaion contains fullquallified typed informations.
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##[br]
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## Examples:
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## [codeblock]
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## # will result in PackedString(["a", "b"])
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## GdArrayTools.as_string(PackedStringArray("a", "b"))
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## # will result in PackedString(["a", "b"])
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## GdArrayTools.as_string(PackedColorArray(Color.RED, COLOR.GREEN))
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## [/codeblock]
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static func as_string(elements: Variant, encode_value := true) -> String:
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var delemiter := ", "
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if elements == null:
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return "<null>"
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@warning_ignore("unsafe_cast")
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if (elements as Array).is_empty():
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return "<empty>"
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var prefix := _typeof_as_string(elements) if encode_value else ""
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var formatted := ""
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var index := 0
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for element :Variant in elements:
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if max_elements != -1 and index > max_elements:
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return prefix + "[" + formatted + delemiter + "...]"
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if formatted.length() > 0 :
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formatted += delemiter
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formatted += GdDefaultValueDecoder.decode(element) if encode_value else str(element)
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index += 1
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return prefix + "[" + formatted + "]"
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static func has_same_content(current: Array, other: Array) -> bool:
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if current.size() != other.size(): return false
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for element: Variant in current:
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if not other.has(element): return false
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if current.count(element) != other.count(element): return false
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return true
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static func _typeof_as_string(value :Variant) -> String:
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var type := typeof(value)
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# for untyped array we retun empty string
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if type == TYPE_ARRAY:
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return ""
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return GdObjects.typeof_as_string(value)
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