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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