Module godotarrays

Procs

proc len(self: GodotArray): cint {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; pca: GodotPoolColorArray) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; pv3a: GodotPoolVector3Array) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; pv2a: GodotPoolVector2Array) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; psa: GodotPoolStringArray) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; pra: GodotPoolRealArray) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; pia: GodotPoolIntArray) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; pba: GodotPoolByteArray) {.
inline, raises: [], tags: []
.}
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proc initGodotArray(dest: var GodotArray; src: GodotArray) {.
inline, raises: [], tags: []
.}
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proc deinit(self: var GodotArray) {.
inline, raises: [], tags: []
.}
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proc `[]=`(self: var GodotArray; idx: cint; value: GodotVariant) {.
inline, raises: [], tags: []
.}
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proc `[]`(self: GodotArray; idx: cint): GodotVariant {.
inline, raises: [], tags: []
.}
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proc mget(self: var GodotArray; idx: cint): ptr GodotVariant {.
inline, raises: [], tags: []
.}
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proc add(self: var GodotArray; value: GodotVariant) {.
inline, raises: [], tags: []
.}
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proc clear(self: var GodotArray) {.
inline, raises: [], tags: []
.}
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proc count(self: GodotArray; value: GodotVariant): cint {.
inline, raises: [], tags: []
.}
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proc isEmpty(self: GodotArray): bool {.
inline, raises: [], tags: []
.}
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proc erase(self: var GodotArray; value: GodotVariant) {.
inline, raises: [], tags: []
.}
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proc first(self: GodotArray): GodotVariant {.
inline, raises: [], tags: []
.}
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proc last(self: GodotArray): GodotVariant {.
inline, raises: [], tags: []
.}
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proc find(self: GodotArray; what: GodotVariant; fromIdx: cint): cint {.
inline, raises: [], tags: []
.}
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proc findLast(self: GodotArray; what: GodotVariant): cint {.
inline, raises: [], tags: []
.}
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proc contains(self: GodotArray; value: GodotVariant): bool {.
inline, raises: [], tags: []
.}
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proc godotHash(self: GodotArray): cint {.
inline, raises: [], tags: []
.}
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proc hash(self: GodotArray): Hash {.
inline, raises: [], tags: []
.}
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proc insert(self: var GodotArray; pos: cint; value: GodotVariant): Error {.
discardable, inline, raises: [], tags: []
.}
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proc reverse(self: var GodotArray) {.
inline, raises: [], tags: []
.}
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proc popLast(self: var GodotArray): GodotVariant {.
inline, raises: [], tags: []
.}
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proc popFirst(self: var GodotArray): GodotVariant {.
inline, raises: [], tags: []
.}
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proc addLast(self: var GodotArray; value: GodotVariant) {.
inline, raises: [], tags: []
.}
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proc addFirst(self: var GodotArray; value: GodotVariant) {.
inline, raises: [], tags: []
.}
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proc delete(self: var GodotArray; idx: cint) {.
inline, raises: [], tags: []
.}
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proc setLen(self: var GodotArray; size: cint) {.
inline, raises: [], tags: []
.}
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proc rfind(self: GodotArray; what: GodotVariant; fromIdx: cint): cint {.
inline, raises: [], tags: []
.}
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proc sort(self: var GodotArray) {.
inline, raises: [], tags: []
.}
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proc sortCustom(self: var GodotArray; obj: ptr GodotObject; funcName: GodotString) {.
inline, raises: [], tags: []
.}
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proc binarySearch(self: var GodotArray; val: ptr GodotVariant; before: bool) {.
inline, raises: [], tags: []
.}
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proc binarySearchCustom(self: var GodotArray; val: ptr GodotVariant;
                       obj: ptr GodotObject; funcName: GodotString; before: bool) {.
inline, raises: [], tags: []
.}
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proc `$`(self: GodotArray): string {.
raises: [], tags: []
.}
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Iterators

iterator items(self: GodotArray): GodotVariant {.
raises: [], tags: []
.}
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iterator mitems(self: var GodotArray): var GodotVariant {.
raises: [], tags: []
.}
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iterator pairs(self: GodotArray): tuple[key: cint, val: GodotVariant] {.
raises: [], tags: []
.}
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iterator mpairs(self: var GodotArray): tuple[key: cint, val: var GodotVariant] {.
raises: [], tags: []
.}
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