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path: root/src/core/NodePath.cpp
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#include "NodePath.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"

#include <gdnative/node_path.h>

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