- Edited
I will try to make it as concise as possible. I would like to have some kind of structure that provides key-based or index-based access to mutable Godot Vectors (or LocalVector) that hold a custom c++ struct. Adding and removing these vectors is not performance critical.
I've written this in raw c++ very easily with an std::unordered_map<int, std::vector<MyCustomStruct>>
like so. But either i'm not good enough yet with the godot source/c++ or i've gotten blind over the hours, but all my attempts to implement this inside a custom godot module have failed.
I don't need a detailed explanation or code-answer. I really just need to be pointed in the right direction here.
My current and last thoughts on this would be either to use e.g. a Hashmap as the base container or just storing Vector<CustomStruct>
Pointers instead?
So instead of my last approach Vector<Vector<CustomStruct>>
which had the problem that the inner Vectors would always be constants, i would try something along the lines of this(?):
Vector<Vector<CustomStruct>*>
The overall Goal is to be able to do something like this container[i].push_back(...) or container[i].resize(..). If there are any question i'll answer asap. I'm really loosing it here, any help is Greatly appreciated!