godot/core/node_path.h

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/*************************************************************************/
/* node_path.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef NODE_PATH_H
#define NODE_PATH_H
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#include "string_db.h"
#include "ustring.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class NodePath {
struct Data {
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SafeRefCount refcount;
StringName property;
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Vector<StringName> path;
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Vector<StringName> subpath;
bool absolute;
};
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Data *data;
void unref();
public:
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_FORCE_INLINE_ StringName get_sname() const {
if (data && data->path.size() == 1 && data->subpath.empty() && !data->property) {
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return data->path[0];
} else {
return operator String();
}
}
bool is_absolute() const;
int get_name_count() const;
StringName get_name(int p_idx) const;
int get_subname_count() const;
StringName get_subname(int p_idx) const;
Vector<StringName> get_names() const;
Vector<StringName> get_subnames() const;
NodePath rel_path_to(const NodePath &p_np) const;
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void prepend_period();
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StringName get_property() const;
NodePath get_parent() const;
uint32_t hash() const;
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operator String() const;
bool is_empty() const;
bool operator==(const NodePath &p_path) const;
bool operator!=(const NodePath &p_path) const;
void operator=(const NodePath &p_path);
void simplify();
NodePath simplified() const;
NodePath(const Vector<StringName> &p_path, bool p_absolute, const String &p_property = "");
NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute, const String &p_property = "");
NodePath(const NodePath &p_path);
NodePath(const String &p_path);
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NodePath();
~NodePath();
};
#endif