Files
mautrix-telegram/pkg/gotd/tg/tl_input_game_slices_gen.go
T
2025-06-27 20:03:37 -07:00

336 lines
7.0 KiB
Go
Generated

//go:build !no_gotd_slices
// +build !no_gotd_slices
// Code generated by gotdgen, DO NOT EDIT.
package tg
import (
"context"
"errors"
"fmt"
"sort"
"strings"
"go.uber.org/multierr"
"go.mau.fi/mautrix-telegram/pkg/gotd/bin"
"go.mau.fi/mautrix-telegram/pkg/gotd/tdjson"
"go.mau.fi/mautrix-telegram/pkg/gotd/tdp"
"go.mau.fi/mautrix-telegram/pkg/gotd/tgerr"
)
// No-op definition for keeping imports.
var (
_ = bin.Buffer{}
_ = context.Background()
_ = fmt.Stringer(nil)
_ = strings.Builder{}
_ = errors.Is
_ = multierr.AppendInto
_ = sort.Ints
_ = tdp.Format
_ = tgerr.Error{}
_ = tdjson.Encoder{}
)
// InputGameClassArray is adapter for slice of InputGameClass.
type InputGameClassArray []InputGameClass
// Sort sorts slice of InputGameClass.
func (s InputGameClassArray) Sort(less func(a, b InputGameClass) bool) InputGameClassArray {
sort.Slice(s, func(i, j int) bool {
return less(s[i], s[j])
})
return s
}
// SortStable sorts slice of InputGameClass.
func (s InputGameClassArray) SortStable(less func(a, b InputGameClass) bool) InputGameClassArray {
sort.SliceStable(s, func(i, j int) bool {
return less(s[i], s[j])
})
return s
}
// Retain filters in-place slice of InputGameClass.
func (s InputGameClassArray) Retain(keep func(x InputGameClass) bool) InputGameClassArray {
n := 0
for _, x := range s {
if keep(x) {
s[n] = x
n++
}
}
s = s[:n]
return s
}
// First returns first element of slice (if exists).
func (s InputGameClassArray) First() (v InputGameClass, ok bool) {
if len(s) < 1 {
return
}
return s[0], true
}
// Last returns last element of slice (if exists).
func (s InputGameClassArray) Last() (v InputGameClass, ok bool) {
if len(s) < 1 {
return
}
return s[len(s)-1], true
}
// PopFirst returns first element of slice (if exists) and deletes it.
func (s *InputGameClassArray) PopFirst() (v InputGameClass, ok bool) {
if s == nil || len(*s) < 1 {
return
}
a := *s
v = a[0]
// Delete by index from SliceTricks.
copy(a[0:], a[1:])
var zero InputGameClass
a[len(a)-1] = zero
a = a[:len(a)-1]
*s = a
return v, true
}
// Pop returns last element of slice (if exists) and deletes it.
func (s *InputGameClassArray) Pop() (v InputGameClass, ok bool) {
if s == nil || len(*s) < 1 {
return
}
a := *s
v = a[len(a)-1]
a = a[:len(a)-1]
*s = a
return v, true
}
// AsInputGameID returns copy with only InputGameID constructors.
func (s InputGameClassArray) AsInputGameID() (to InputGameIDArray) {
for _, elem := range s {
value, ok := elem.(*InputGameID)
if !ok {
continue
}
to = append(to, *value)
}
return to
}
// AsInputGameShortName returns copy with only InputGameShortName constructors.
func (s InputGameClassArray) AsInputGameShortName() (to InputGameShortNameArray) {
for _, elem := range s {
value, ok := elem.(*InputGameShortName)
if !ok {
continue
}
to = append(to, *value)
}
return to
}
// InputGameIDArray is adapter for slice of InputGameID.
type InputGameIDArray []InputGameID
// Sort sorts slice of InputGameID.
func (s InputGameIDArray) Sort(less func(a, b InputGameID) bool) InputGameIDArray {
sort.Slice(s, func(i, j int) bool {
return less(s[i], s[j])
})
return s
}
// SortStable sorts slice of InputGameID.
func (s InputGameIDArray) SortStable(less func(a, b InputGameID) bool) InputGameIDArray {
sort.SliceStable(s, func(i, j int) bool {
return less(s[i], s[j])
})
return s
}
// Retain filters in-place slice of InputGameID.
func (s InputGameIDArray) Retain(keep func(x InputGameID) bool) InputGameIDArray {
n := 0
for _, x := range s {
if keep(x) {
s[n] = x
n++
}
}
s = s[:n]
return s
}
// First returns first element of slice (if exists).
func (s InputGameIDArray) First() (v InputGameID, ok bool) {
if len(s) < 1 {
return
}
return s[0], true
}
// Last returns last element of slice (if exists).
func (s InputGameIDArray) Last() (v InputGameID, ok bool) {
if len(s) < 1 {
return
}
return s[len(s)-1], true
}
// PopFirst returns first element of slice (if exists) and deletes it.
func (s *InputGameIDArray) PopFirst() (v InputGameID, ok bool) {
if s == nil || len(*s) < 1 {
return
}
a := *s
v = a[0]
// Delete by index from SliceTricks.
copy(a[0:], a[1:])
var zero InputGameID
a[len(a)-1] = zero
a = a[:len(a)-1]
*s = a
return v, true
}
// Pop returns last element of slice (if exists) and deletes it.
func (s *InputGameIDArray) Pop() (v InputGameID, ok bool) {
if s == nil || len(*s) < 1 {
return
}
a := *s
v = a[len(a)-1]
a = a[:len(a)-1]
*s = a
return v, true
}
// SortByID sorts slice of InputGameID by ID.
func (s InputGameIDArray) SortByID() InputGameIDArray {
return s.Sort(func(a, b InputGameID) bool {
return a.GetID() < b.GetID()
})
}
// SortStableByID sorts slice of InputGameID by ID.
func (s InputGameIDArray) SortStableByID() InputGameIDArray {
return s.SortStable(func(a, b InputGameID) bool {
return a.GetID() < b.GetID()
})
}
// FillMap fills constructors to given map.
func (s InputGameIDArray) FillMap(to map[int64]InputGameID) {
for _, value := range s {
to[value.GetID()] = value
}
}
// ToMap collects constructors to map.
func (s InputGameIDArray) ToMap() map[int64]InputGameID {
r := make(map[int64]InputGameID, len(s))
s.FillMap(r)
return r
}
// InputGameShortNameArray is adapter for slice of InputGameShortName.
type InputGameShortNameArray []InputGameShortName
// Sort sorts slice of InputGameShortName.
func (s InputGameShortNameArray) Sort(less func(a, b InputGameShortName) bool) InputGameShortNameArray {
sort.Slice(s, func(i, j int) bool {
return less(s[i], s[j])
})
return s
}
// SortStable sorts slice of InputGameShortName.
func (s InputGameShortNameArray) SortStable(less func(a, b InputGameShortName) bool) InputGameShortNameArray {
sort.SliceStable(s, func(i, j int) bool {
return less(s[i], s[j])
})
return s
}
// Retain filters in-place slice of InputGameShortName.
func (s InputGameShortNameArray) Retain(keep func(x InputGameShortName) bool) InputGameShortNameArray {
n := 0
for _, x := range s {
if keep(x) {
s[n] = x
n++
}
}
s = s[:n]
return s
}
// First returns first element of slice (if exists).
func (s InputGameShortNameArray) First() (v InputGameShortName, ok bool) {
if len(s) < 1 {
return
}
return s[0], true
}
// Last returns last element of slice (if exists).
func (s InputGameShortNameArray) Last() (v InputGameShortName, ok bool) {
if len(s) < 1 {
return
}
return s[len(s)-1], true
}
// PopFirst returns first element of slice (if exists) and deletes it.
func (s *InputGameShortNameArray) PopFirst() (v InputGameShortName, ok bool) {
if s == nil || len(*s) < 1 {
return
}
a := *s
v = a[0]
// Delete by index from SliceTricks.
copy(a[0:], a[1:])
var zero InputGameShortName
a[len(a)-1] = zero
a = a[:len(a)-1]
*s = a
return v, true
}
// Pop returns last element of slice (if exists) and deletes it.
func (s *InputGameShortNameArray) Pop() (v InputGameShortName, ok bool) {
if s == nil || len(*s) < 1 {
return
}
a := *s
v = a[len(a)-1]
a = a[:len(a)-1]
*s = a
return v, true
}