godot-cpp/src/core/NodePath.cpp
Marc Gilleron fb71edd45b Fix container and string leaks
Some functions return a new instance of such containers,
but instead we made a copy of them, without taking ownership of the
original created by the function.
Now we use a specific constructor taking ownership on the godot_* struct.
2021-01-07 01:05:12 +00:00

85 lines
2.2 KiB
C++

#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