/*************************************************************************/ /* NodePath.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef NODEPATH_H #define NODEPATH_H #include "String.hpp" #include namespace godot { class NodePath { godot_node_path _node_path; friend class Variant; inline explicit NodePath(godot_node_path node_path) { _node_path = node_path; } public: NodePath(); NodePath(const NodePath &other); NodePath(const String &from); NodePath(const char *contents); String get_name(const int idx) const; int get_name_count() const; String get_subname(const int idx) const; int get_subname_count() const; bool is_absolute() const; bool is_empty() const; NodePath get_as_property_path() const; String get_concatenated_subnames() const; operator String() const; void operator=(const NodePath &other); bool operator==(const NodePath &other); ~NodePath(); }; } // namespace godot #endif // NODEPATH_H