From 8580f377a3d7d72c319e9e5489bcbe1678ad704b Mon Sep 17 00:00:00 2001 From: reduz Date: Sat, 16 Apr 2022 12:23:32 +0200 Subject: Implement Scene Unique Nodes Implements https://github.com/godotengine/godot-proposals/issues/4096 * Nodes can be marked unique to the scene in the editor (or via code). * Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched. * Implementation is very optimal, as these nodes are cached. --- core/string/string_name.h | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'core/string/string_name.h') diff --git a/core/string/string_name.h b/core/string/string_name.h index f4233854ac..ff4c41af94 100644 --- a/core/string/string_name.h +++ b/core/string/string_name.h @@ -35,6 +35,8 @@ #include "core/string/ustring.h" #include "core/templates/safe_refcount.h" +#define UNIQUE_NODE_PREFIX "%" + class Main; struct StaticCString { @@ -100,6 +102,17 @@ public: bool operator==(const String &p_name) const; bool operator==(const char *p_name) const; bool operator!=(const String &p_name) const; + + _FORCE_INLINE_ bool is_node_unique_name() const { + if (!_data) { + return false; + } + if (_data->cname != nullptr) { + return (char32_t)_data->cname[0] == (char32_t)UNIQUE_NODE_PREFIX[0]; + } else { + return (char32_t)_data->name[0] == (char32_t)UNIQUE_NODE_PREFIX[0]; + } + } _FORCE_INLINE_ bool operator<(const StringName &p_name) const { return _data < p_name._data; } -- cgit v1.2.3