7a04f298d2
- update to latest telegram layer - remove some references to fields in tg.Entities that don't exist in the schema - originally added here: https://github.com/beeper/td/commit/820929062a2ba0104397bc01235ab58a9cff780e - referenced here - https://github.com/mautrix/telegramgo/commit/124f0967ed195b5a380c9bd02e170ada9710dde3 - https://github.com/mautrix/telegramgo/commit/4205047aab2e0639217148b5d125bfaab668bd8e
336 lines
7.0 KiB
Go
Generated
336 lines
7.0 KiB
Go
Generated
//go:build !no_gotd_slices
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// +build !no_gotd_slices
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// Code generated by gotdgen, DO NOT EDIT.
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package tg
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import (
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"context"
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"errors"
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"fmt"
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"sort"
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"strings"
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"go.uber.org/multierr"
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"go.mau.fi/mautrix-telegram/pkg/gotd/bin"
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"go.mau.fi/mautrix-telegram/pkg/gotd/tdjson"
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"go.mau.fi/mautrix-telegram/pkg/gotd/tdp"
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"go.mau.fi/mautrix-telegram/pkg/gotd/tgerr"
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)
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// No-op definition for keeping imports.
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var (
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_ = bin.Buffer{}
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_ = context.Background()
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_ = fmt.Stringer(nil)
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_ = strings.Builder{}
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_ = errors.Is
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_ = multierr.AppendInto
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_ = sort.Ints
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_ = tdp.Format
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_ = tgerr.Error{}
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_ = tdjson.Encoder{}
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)
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// InputGameClassArray is adapter for slice of InputGameClass.
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type InputGameClassArray []InputGameClass
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// Sort sorts slice of InputGameClass.
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func (s InputGameClassArray) Sort(less func(a, b InputGameClass) bool) InputGameClassArray {
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sort.Slice(s, func(i, j int) bool {
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return less(s[i], s[j])
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})
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return s
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}
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// SortStable sorts slice of InputGameClass.
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func (s InputGameClassArray) SortStable(less func(a, b InputGameClass) bool) InputGameClassArray {
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sort.SliceStable(s, func(i, j int) bool {
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return less(s[i], s[j])
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})
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return s
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}
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// Retain filters in-place slice of InputGameClass.
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func (s InputGameClassArray) Retain(keep func(x InputGameClass) bool) InputGameClassArray {
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n := 0
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for _, x := range s {
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if keep(x) {
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s[n] = x
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n++
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}
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}
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s = s[:n]
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return s
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}
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// First returns first element of slice (if exists).
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func (s InputGameClassArray) First() (v InputGameClass, ok bool) {
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if len(s) < 1 {
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return
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}
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return s[0], true
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}
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// Last returns last element of slice (if exists).
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func (s InputGameClassArray) Last() (v InputGameClass, ok bool) {
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if len(s) < 1 {
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return
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}
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return s[len(s)-1], true
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}
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// PopFirst returns first element of slice (if exists) and deletes it.
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func (s *InputGameClassArray) PopFirst() (v InputGameClass, ok bool) {
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if s == nil || len(*s) < 1 {
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return
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}
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a := *s
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v = a[0]
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// Delete by index from SliceTricks.
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copy(a[0:], a[1:])
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var zero InputGameClass
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a[len(a)-1] = zero
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a = a[:len(a)-1]
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*s = a
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return v, true
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}
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// Pop returns last element of slice (if exists) and deletes it.
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func (s *InputGameClassArray) Pop() (v InputGameClass, ok bool) {
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if s == nil || len(*s) < 1 {
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return
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}
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a := *s
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v = a[len(a)-1]
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a = a[:len(a)-1]
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*s = a
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return v, true
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}
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// AsInputGameID returns copy with only InputGameID constructors.
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func (s InputGameClassArray) AsInputGameID() (to InputGameIDArray) {
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for _, elem := range s {
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value, ok := elem.(*InputGameID)
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if !ok {
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continue
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}
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to = append(to, *value)
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}
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return to
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}
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// AsInputGameShortName returns copy with only InputGameShortName constructors.
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func (s InputGameClassArray) AsInputGameShortName() (to InputGameShortNameArray) {
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for _, elem := range s {
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value, ok := elem.(*InputGameShortName)
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if !ok {
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continue
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}
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to = append(to, *value)
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}
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return to
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}
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// InputGameIDArray is adapter for slice of InputGameID.
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type InputGameIDArray []InputGameID
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// Sort sorts slice of InputGameID.
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func (s InputGameIDArray) Sort(less func(a, b InputGameID) bool) InputGameIDArray {
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sort.Slice(s, func(i, j int) bool {
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return less(s[i], s[j])
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})
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return s
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}
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// SortStable sorts slice of InputGameID.
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func (s InputGameIDArray) SortStable(less func(a, b InputGameID) bool) InputGameIDArray {
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sort.SliceStable(s, func(i, j int) bool {
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return less(s[i], s[j])
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})
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return s
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}
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// Retain filters in-place slice of InputGameID.
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func (s InputGameIDArray) Retain(keep func(x InputGameID) bool) InputGameIDArray {
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n := 0
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for _, x := range s {
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if keep(x) {
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s[n] = x
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n++
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}
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}
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s = s[:n]
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return s
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}
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// First returns first element of slice (if exists).
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func (s InputGameIDArray) First() (v InputGameID, ok bool) {
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if len(s) < 1 {
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return
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}
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return s[0], true
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}
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// Last returns last element of slice (if exists).
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func (s InputGameIDArray) Last() (v InputGameID, ok bool) {
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if len(s) < 1 {
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return
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}
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return s[len(s)-1], true
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}
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// PopFirst returns first element of slice (if exists) and deletes it.
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func (s *InputGameIDArray) PopFirst() (v InputGameID, ok bool) {
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if s == nil || len(*s) < 1 {
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return
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}
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a := *s
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v = a[0]
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// Delete by index from SliceTricks.
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copy(a[0:], a[1:])
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var zero InputGameID
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a[len(a)-1] = zero
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a = a[:len(a)-1]
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*s = a
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return v, true
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}
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// Pop returns last element of slice (if exists) and deletes it.
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func (s *InputGameIDArray) Pop() (v InputGameID, ok bool) {
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if s == nil || len(*s) < 1 {
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return
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}
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a := *s
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v = a[len(a)-1]
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a = a[:len(a)-1]
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*s = a
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return v, true
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}
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// SortByID sorts slice of InputGameID by ID.
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func (s InputGameIDArray) SortByID() InputGameIDArray {
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return s.Sort(func(a, b InputGameID) bool {
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return a.GetID() < b.GetID()
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})
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}
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// SortStableByID sorts slice of InputGameID by ID.
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func (s InputGameIDArray) SortStableByID() InputGameIDArray {
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return s.SortStable(func(a, b InputGameID) bool {
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return a.GetID() < b.GetID()
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})
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}
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// FillMap fills constructors to given map.
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func (s InputGameIDArray) FillMap(to map[int64]InputGameID) {
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for _, value := range s {
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to[value.GetID()] = value
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}
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}
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// ToMap collects constructors to map.
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func (s InputGameIDArray) ToMap() map[int64]InputGameID {
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r := make(map[int64]InputGameID, len(s))
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s.FillMap(r)
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return r
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}
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// InputGameShortNameArray is adapter for slice of InputGameShortName.
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type InputGameShortNameArray []InputGameShortName
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// Sort sorts slice of InputGameShortName.
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func (s InputGameShortNameArray) Sort(less func(a, b InputGameShortName) bool) InputGameShortNameArray {
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sort.Slice(s, func(i, j int) bool {
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return less(s[i], s[j])
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})
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return s
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}
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// SortStable sorts slice of InputGameShortName.
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func (s InputGameShortNameArray) SortStable(less func(a, b InputGameShortName) bool) InputGameShortNameArray {
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sort.SliceStable(s, func(i, j int) bool {
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return less(s[i], s[j])
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})
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return s
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}
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// Retain filters in-place slice of InputGameShortName.
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func (s InputGameShortNameArray) Retain(keep func(x InputGameShortName) bool) InputGameShortNameArray {
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n := 0
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for _, x := range s {
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if keep(x) {
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s[n] = x
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n++
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}
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}
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s = s[:n]
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return s
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}
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// First returns first element of slice (if exists).
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func (s InputGameShortNameArray) First() (v InputGameShortName, ok bool) {
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if len(s) < 1 {
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return
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}
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return s[0], true
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}
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// Last returns last element of slice (if exists).
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func (s InputGameShortNameArray) Last() (v InputGameShortName, ok bool) {
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if len(s) < 1 {
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return
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}
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return s[len(s)-1], true
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}
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// PopFirst returns first element of slice (if exists) and deletes it.
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func (s *InputGameShortNameArray) PopFirst() (v InputGameShortName, ok bool) {
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if s == nil || len(*s) < 1 {
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return
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}
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a := *s
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v = a[0]
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// Delete by index from SliceTricks.
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copy(a[0:], a[1:])
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var zero InputGameShortName
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a[len(a)-1] = zero
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a = a[:len(a)-1]
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*s = a
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return v, true
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}
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// Pop returns last element of slice (if exists) and deletes it.
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func (s *InputGameShortNameArray) Pop() (v InputGameShortName, ok bool) {
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if s == nil || len(*s) < 1 {
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return
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}
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a := *s
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v = a[len(a)-1]
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a = a[:len(a)-1]
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*s = a
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return v, true
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}
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