%module{Slic3r::XS}; %{ #include #include "ExtrusionEntityCollection.hpp" %} %name{Slic3r::ExtrusionPath::Collection} class ExtrusionEntityCollection { %name{_new} ExtrusionEntityCollection(); void clear() %code{% THIS->entities.clear(); %}; ExtrusionEntityCollection* chained_path(bool no_reverse) %code{% const char* CLASS = "Slic3r::ExtrusionPath::Collection"; RETVAL = THIS->chained_path(no_reverse); %}; ExtrusionEntityCollection* chained_path_from(Point* start_near, bool no_reverse) %code{% const char* CLASS = "Slic3r::ExtrusionPath::Collection"; RETVAL = THIS->chained_path_from(start_near, no_reverse); %}; Point* first_point() %code{% const char* CLASS = "Slic3r::Point"; RETVAL = THIS->first_point(); %}; Point* last_point() %code{% const char* CLASS = "Slic3r::Point"; RETVAL = THIS->last_point(); %}; %{ void ExtrusionEntityCollection::DESTROY() CODE: for (ExtrusionEntitiesPtr::iterator it = THIS->entities.begin(); it != THIS->entities.end(); ++it) { delete *it; } delete THIS; SV* ExtrusionEntityCollection::arrayref() CODE: AV* av = newAV(); av_fill(av, THIS->entities.size()-1); int i = 0; for (ExtrusionEntitiesPtr::iterator it = THIS->entities.begin(); it != THIS->entities.end(); ++it) { SV* sv = newSV(0); // return our item by reference if (ExtrusionPath* path = dynamic_cast(*it)) { sv_setref_pv( sv, "Slic3r::ExtrusionPath::Ref", path ); } else if (ExtrusionLoop* loop = dynamic_cast(*it)) { sv_setref_pv( sv, "Slic3r::ExtrusionLoop::Ref", loop ); } else { sv_setref_pv( sv, "Slic3r::ExtrusionPath::Collection::Ref", *it ); } av_store(av, i++, sv); } RETVAL = newRV_noinc((SV*)av); OUTPUT: RETVAL void ExtrusionEntityCollection::append(...) CODE: for (unsigned int i = 1; i < items; i++) { ExtrusionEntity* entity = (ExtrusionEntity *)SvIV((SV*)SvRV( ST(i) )); // append COPIES if (ExtrusionPath* path = dynamic_cast(entity)) { THIS->entities.push_back( new ExtrusionPath(*path) ); } else if (ExtrusionLoop* loop = dynamic_cast(entity)) { THIS->entities.push_back( new ExtrusionLoop(*loop) ); } else { THIS->entities.push_back( (*(ExtrusionEntityCollection*)entity).clone() ); } } bool ExtrusionEntityCollection::no_sort(...) CODE: if (items > 1) { THIS->no_sort = SvTRUE(ST(1)); } RETVAL = THIS->no_sort; OUTPUT: RETVAL %} };