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Implemented a literal syntax for NodePaths in GDScript I decided on using godot4's (^). The doc already said it's '@' but that was wrong.
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@ -5,21 +5,21 @@
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</brief_description>
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<description>
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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.
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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.
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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.
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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.
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Some examples of NodePaths include the following:
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[codeblock]
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# No leading slash means it is relative to the current node.
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@"A" # Immediate child A
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@"A/B" # A's child B
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@"." # The current node.
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@".." # The parent node.
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@"../C" # A sibling node C.
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@"../.." # The grandparent node.
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^"A" # Immediate child A
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^"A/B" # A's child B
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^"." # The current node.
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^".." # The parent node.
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^"../C" # A sibling node C.
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^"../.." # The grandparent node.
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# A leading slash means it is absolute from the SceneTree.
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@"/root" # Equivalent to get_tree().get_root().
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@"/root/Main" # If your main scene's root node were named "Main".
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@"/root/MyAutoload" # If you have an autoloaded node or scene.
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^"/root" # Equivalent to get_tree().get_root().
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^"/root/Main" # If your main scene's root node were named "Main".
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^"/root/MyAutoload" # If you have an autoloaded node or scene.
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[/codeblock]
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[b]Note:[/b] In the editor, [NodePath] properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
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</description>
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@ -547,6 +547,7 @@ void GDScriptTokenizerText::_advance() {
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}
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while (true) {
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bool is_string_name = false;
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bool is_node_path = false;
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StringMode string_mode = STRING_DOUBLE_QUOTE;
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switch (GETCHAR(0)) {
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@ -733,14 +734,13 @@ void GDScriptTokenizerText::_advance() {
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case '$':
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_make_token(TK_DOLLAR); //for the get_node() shortener
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break;
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case '^': {
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case '%': {
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if (GETCHAR(1) == '=') {
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_make_token(TK_OP_ASSIGN_BIT_XOR);
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_make_token(TK_OP_ASSIGN_MOD);
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INCPOS(1);
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} else {
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_make_token(TK_OP_BIT_XOR);
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_make_token(TK_OP_MOD);
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}
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} break;
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case '~':
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_make_token(TK_OP_BIT_INVERT);
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@ -800,21 +800,29 @@ void GDScriptTokenizerText::_advance() {
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_make_token(TK_OP_SUB);
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}
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} break;
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case '%': {
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case '^': {
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if (GETCHAR(1) == '=') {
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_make_token(TK_OP_ASSIGN_MOD);
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_make_token(TK_OP_ASSIGN_BIT_XOR);
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INCPOS(1);
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break;
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} else if (GETCHAR(1) == '"' || GETCHAR(1) == '\'') {
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INCPOS(1);
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is_node_path = true;
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FALLTHROUGH;
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} else {
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_make_token(TK_OP_MOD);
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_make_token(TK_OP_BIT_XOR);
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break;
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}
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} break;
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}
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case '@':
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if (CharType(GETCHAR(1)) != '"' && CharType(GETCHAR(1)) != '\'') {
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_make_error("Unexpected '@'");
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return;
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if (!is_node_path) {
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if (CharType(GETCHAR(1)) != '"' && CharType(GETCHAR(1)) != '\'') {
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_make_error("Unexpected '@'");
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return;
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}
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INCPOS(1);
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is_string_name = true;
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}
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INCPOS(1);
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is_string_name = true;
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FALLTHROUGH;
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case '\'':
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case '"': {
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@ -944,6 +952,8 @@ void GDScriptTokenizerText::_advance() {
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if (is_string_name) {
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_make_constant(StringName(str));
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} else if (is_node_path) {
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_make_constant(NodePath(str));
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} else {
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_make_constant(str);
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}
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