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55 lines
2.1 KiB
C#

#nullable enable
using Godot;
namespace GodotInk;
#if GODOT4_1_OR_GREATER
[GlobalClass]
#endif
public partial class InkList : RefCounted
{
private readonly Ink.Runtime.InkList inner;
public InkList(Ink.Runtime.InkList inner)
{
this.inner = inner;
}
public InkList(InkList otherList)
: this(new Ink.Runtime.InkList(otherList.inner))
{
}
#pragma warning disable IDE0022
public InkList Inverse => new(inner.inverse);
public InkList All => new(inner.all);
public void AddItem(string itemName) => inner.AddItem(itemName);
public bool Contains(string listItemName) => inner.Contains(listItemName);
public bool Contains(InkList otherList) => inner.Contains(otherList.inner);
public bool ContainsItemNamed(string itemName) => inner.ContainsItemNamed(itemName);
public override bool Equals(object? other) => inner.Equals(other);
public override int GetHashCode() => inner.GetHashCode();
public override string ToString() => inner.ToString();
public bool GreaterThan(InkList otherList) => inner.GreaterThan(otherList.inner);
public bool GreaterThanOrEquals(InkList otherList) => inner.GreaterThanOrEquals(otherList.inner);
public bool LessThan(InkList otherList) => inner.LessThan(otherList.inner);
public bool LessThanOrEquals(InkList otherList) => inner.LessThanOrEquals(otherList.inner);
public bool HashIntersection(InkList otherList) => inner.HasIntersection(otherList.inner);
public InkList Intersect(InkList otherList) => new(inner.Intersect(otherList.inner));
public InkList Union(InkList otherList) => new(inner.Union(otherList.inner));
public InkList Without(InkList listToRemove) => new(inner.Without(listToRemove.inner));
public InkList MaxAsList() => new(inner.MaxAsList());
public InkList MinAsList() => new(inner.MinAsList());
public void SetInitialOriginName(string initialOriginName) => inner.SetInitialOriginName(initialOriginName);
public void SetInitialOriginNames(string[] initialOriginNames) => inner.SetInitialOriginNames(new(initialOriginNames));
#pragma warning restore IDE0022
}