gdnative_cpp/include/core/StringName.hpp

73 lines
3.0 KiB
C++

/*************************************************************************/
/* String.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 STRING_NAME_H
#define STRING_NAME_H
#include <gdn/string_name.h>
namespace godot {
class String;
class StringName {
pandemonium_string_name _pandemonium_string_name;
friend class Dictionary;
friend class NodePath;
friend class Variant;
explicit inline StringName(pandemonium_string_name contents) :
_pandemonium_string_name(contents) {}
public:
StringName();
StringName(const char *contents);
StringName(const String &other);
~StringName();
operator String();
uint32_t get_hash();
const void *get_data_unique_pointer();
bool operator==(const StringName &s) const;
bool operator!=(const StringName &s) const;
bool operator<(const StringName &s) const;
bool operator<=(const StringName &s) const;
bool operator>(const StringName &s) const;
bool operator>=(const StringName &s) const;
};
} // namespace godot
#endif // STRING_H