#include "NodePath.hpp" #include "GodotGlobal.hpp" #include "String.hpp" #include namespace godot { NodePath::NodePath() { String from = ""; godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); } NodePath::NodePath(const NodePath &other) { String from = other; godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); } NodePath::NodePath(const String &from) { godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); } NodePath::NodePath(const char *contents) { String from = contents; godot::api->godot_node_path_new(&_node_path, (godot_string *)&from); } String NodePath::get_name(const int idx) const { godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx); return *(String *)&str; } int NodePath::get_name_count() const { return godot::api->godot_node_path_get_name_count(&_node_path); } String NodePath::get_subname(const int idx) const { godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx); return *(String *)&str; } int NodePath::get_subname_count() const { return godot::api->godot_node_path_get_subname_count(&_node_path); } bool NodePath::is_absolute() const { return godot::api->godot_node_path_is_absolute(&_node_path); } bool NodePath::is_empty() const { return godot::api->godot_node_path_is_empty(&_node_path); } NodePath NodePath::get_as_property_path() const { godot_node_path path = godot::core_1_1_api->godot_node_path_get_as_property_path(&_node_path); return *(NodePath *)&path; } String NodePath::get_concatenated_subnames() const { godot_string str = godot::api->godot_node_path_get_concatenated_subnames(&_node_path); return *(String *)&str; } NodePath::operator String() const { godot_string str = godot::api->godot_node_path_as_string(&_node_path); return *(String *)&str; } bool NodePath::operator==(const NodePath &other) { return godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path); } void NodePath::operator=(const NodePath &other) { godot::api->godot_node_path_destroy(&_node_path); String other_string = (String)other; godot::api->godot_node_path_new(&_node_path, (godot_string *)&other_string); } NodePath::~NodePath() { godot::api->godot_node_path_destroy(&_node_path); } } // namespace godot