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