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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-06-26 15:15:11 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2019-06-26 15:46:32 +0200 |
commit | 6e9272eea81b594476a48a1b968a38212d773bf2 (patch) | |
tree | 634f3c27df75aa6e33c5fbbaca8b876e75c317e4 /doc | |
parent | cb8d95dd4bc16fa014af7446abf7855255a7bf15 (diff) |
Node: Fix logic of has/get_node_and_resource and document it
Also document NodePath.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Node.xml | 9 | ||||
-rw-r--r-- | doc/classes/NodePath.xml | 55 |
2 files changed, 57 insertions, 7 deletions
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index 1fb2e7350f..e8b43ead85 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -268,6 +268,14 @@ <argument index="0" name="path" type="NodePath"> </argument> <description> + Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched. + The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any. + For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output: + [codeblock] + print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ] + print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ] + print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents] + [/codeblock] </description> </method> <method name="get_node_or_null" qualifiers="const"> @@ -359,6 +367,7 @@ <argument index="0" name="path" type="NodePath"> </argument> <description> + Returns [code]true[/code] if the [NodePath] points to a valid node and its subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive math types) are not considered resources. </description> </method> <method name="is_a_parent_of" qualifiers="const"> diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index 554858d895..2879a83efb 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -4,9 +4,9 @@ Pre-parsed scene tree path. </brief_description> <description> - A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name. + A pre-parsed relative or absolute path in a scene tree, for use with [method Node.get_node] and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite"[/code] which is a child of the other named nodes in the path. You will usually just pass a string to [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [NodePath] or the literal syntax [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. - A [NodePath] is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource. + A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties. </description> <tutorials> </tutorials> @@ -18,18 +18,46 @@ </argument> <description> Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent. + The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested. + Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties): + [codeblock] + # Points to the Sprite node + "Path2D/PathFollow2D/Sprite" + # Points to the Sprite node and its 'texture' resource. + # get_node() would retrieve "Sprite", while get_node_and_resource() + # would retrieve both the Sprite node and the 'texture' resource. + "Path2D/PathFollow2D/Sprite:texture" + # Points to the Sprite node and its 'position' property. + "Path2D/PathFollow2D/Sprite:position" + # Points to the Sprite node and the 'x' component of its 'position' property. + "Path2D/PathFollow2D/Sprite:position:x" + # Absolute path (from 'root') + "/root/Level/Path2D" + [/codeblock] </description> </method> <method name="get_as_property_path"> <return type="NodePath"> </return> <description> + Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node). + [codeblock] + # This will be parsed as a node path to the 'x' property in the 'position' node + var node_path = NodePath("position:x") + # This will be parsed as a node path to the 'x' component of the 'position' property in the current node + var property_path = node_path.get_as_property_path() + print(property_path) # :position:x </description> </method> <method name="get_concatenated_subnames"> <return type="String"> </return> <description> + Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path. + [codeblock] + var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") + print(nodepath.get_concatenated_subnames()) # texture:load_path + [/codeblock] </description> </method> <method name="get_name"> @@ -38,14 +66,21 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]) + Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]). + [codeblock] + var node_path = NodePath("Path2D/PathFollow2D/Sprite") + print(node_path.get_name(0)) # Path2D + print(node_path.get_name(1)) # PathFollow2D + print(node_path.get_name(2)) # Sprite + [/codeblock] </description> </method> <method name="get_name_count"> <return type="int"> </return> <description> - Get the number of node names which make up the path. + Get the number of node names which make up the path. Subnames (see [method get_subname_count]) are not included. + For example, [code]"Path2D/PathFollow2D/Sprite"[code] has 3 names. </description> </method> <method name="get_subname"> @@ -54,21 +89,27 @@ <argument index="0" name="idx" type="int"> </argument> <description> - Get the resource name indicated by [code]idx[/code] (0 to [method get_subname_count]) + Get the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]). + [codeblock] + var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") + print(node_path.get_subname(0)) # texture + print(node_path.get_subname(1)) # load_path + [/codeblock] </description> </method> <method name="get_subname_count"> <return type="int"> </return> <description> - Get the number of resource names in the path. + Get the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character ([code]:[/code]) in the node path. + For example, [code]"Path2D/PathFollow2D/Sprite:texture:load_path"[/code] has 2 subnames. </description> </method> <method name="is_absolute"> <return type="bool"> </return> <description> - Returns [code]true[/code] if the node path is absolute (not relative). + Returns [code]true[/code] if the node path is absolute (as opposed to relative), which means that it starts with a slash character ([code]/[/code]). Absolute node paths can be used to access the root node ([code]"/root"[/code]) or autoloads (e.g. [code]"/global"[/code] if a "global" autoload was registered). </description> </method> <method name="is_empty"> |