diff options
-rw-r--r-- | doc/classes/LineEdit.xml | 2 | ||||
-rw-r--r-- | doc/classes/Node.xml | 9 | ||||
-rw-r--r-- | doc/classes/NodePath.xml | 55 | ||||
-rw-r--r-- | doc/classes/TextEdit.xml | 2 | ||||
-rw-r--r-- | scene/main/node.cpp | 15 |
5 files changed, 67 insertions, 16 deletions
diff --git a/doc/classes/LineEdit.xml b/doc/classes/LineEdit.xml index 184987d2dd..333f6a3671 100644 --- a/doc/classes/LineEdit.xml +++ b/doc/classes/LineEdit.xml @@ -200,6 +200,8 @@ </theme_item> <theme_item name="font_color_selected" type="Color"> </theme_item> + <theme_item name="font_color_uneditable" type="Color"> + </theme_item> <theme_item name="minimum_spaces" type="int"> </theme_item> <theme_item name="normal" type="StyleBox"> 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"> diff --git a/doc/classes/TextEdit.xml b/doc/classes/TextEdit.xml index 8c87a4f2e7..00db5ef2b9 100644 --- a/doc/classes/TextEdit.xml +++ b/doc/classes/TextEdit.xml @@ -572,6 +572,8 @@ <theme_item name="font_color" type="Color"> Sets the font [Color]. </theme_item> + <theme_item name="font_color_readonly" type="Color"> + </theme_item> <theme_item name="font_color_selected" type="Color"> </theme_item> <theme_item name="function_color" type="Color"> diff --git a/scene/main/node.cpp b/scene/main/node.cpp index ee23b24b3c..26186638d7 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -2477,21 +2477,18 @@ bool Node::has_node_and_resource(const NodePath &p_path) const { if (!has_node(p_path)) return false; - Node *node = get_node(p_path); - - bool result = false; - - node->get_indexed(p_path.get_subnames(), &result); + RES res; + Vector<StringName> leftover_path; + Node *node = get_node_and_resource(p_path, res, leftover_path, false); - return result; + return (node && res.is_valid()); } Array Node::_get_node_and_resource(const NodePath &p_path) { - Node *node; RES res; Vector<StringName> leftover_path; - node = get_node_and_resource(p_path, res, leftover_path); + Node *node = get_node_and_resource(p_path, res, leftover_path, false); Array result; if (node) @@ -2521,7 +2518,7 @@ Node *Node::get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<Str int j = 0; // If not p_last_is_property, we shouldn't consider the last one as part of the resource - for (; j < p_path.get_subname_count() - p_last_is_property; j++) { + for (; j < p_path.get_subname_count() - (int)p_last_is_property; j++) { RES new_res = j == 0 ? node->get(p_path.get_subname(j)) : r_res->get(p_path.get_subname(j)); if (new_res.is_null()) { |