1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
/*************************************************************************/
/* node_path.cpp */
/*************************************************************************/
/* 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) */
/* */
/* 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. */
/*************************************************************************/
#include "node_path.h"
#include "core/variant.h"
#include "core/path_db.h"
#ifdef __cplusplus
extern "C" {
#endif
void _node_path_api_anchor() {}
void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from) {
NodePath *dest = (NodePath *)r_dest;
const String *from = (const String *)p_from;
memnew_placement(dest, NodePath(*from));
}
void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src) {
NodePath *dest = (NodePath *)r_dest;
const NodePath *src = (const NodePath *)p_src;
memnew_placement(dest, NodePath(*src));
}
void GDAPI godot_node_path_destroy(godot_node_path *p_self) {
NodePath *self = (NodePath *)p_self;
self->~NodePath();
}
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self) {
godot_string ret;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->is_absolute();
}
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->get_name_count();
}
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx) {
godot_string dest;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&dest, String(self->get_name(p_idx)));
return dest;
}
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->get_subname_count();
}
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx) {
godot_string dest;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&dest, String(self->get_subname(p_idx)));
return dest;
}
godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_self) {
godot_string dest;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&dest, String(self->get_property()));
return dest;
}
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->is_empty();
}
godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b) {
const NodePath *self = (const NodePath *)p_self;
const NodePath *b = (const NodePath *)p_b;
return *self == *b;
}
#ifdef __cplusplus
}
#endif
|