a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
/*************************************************************************/
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/* node_path.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NODE_PATH_H
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#define NODE_PATH_H
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#include "core/string_name.h"
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#include "core/ustring.h"
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class NodePath {
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struct Data {
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SafeRefCount refcount;
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Vector<StringName> path;
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Vector<StringName> subpath;
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StringName concatenated_subpath;
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bool absolute;
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bool has_slashes;
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mutable bool hash_cache_valid;
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mutable uint32_t hash_cache;
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};
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mutable Data *data;
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void unref();
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void _update_hash_cache() const;
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public:
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_FORCE_INLINE_ StringName get_sname() const {
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if (data && data->path.size() == 1 && data->subpath.empty()) {
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return data->path[0];
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} else {
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return operator String();
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}
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}
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bool is_absolute() const;
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int get_name_count() const;
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StringName get_name(int p_idx) const;
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int get_subname_count() const;
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StringName get_subname(int p_idx) const;
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Vector<StringName> get_names() const;
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Vector<StringName> get_subnames() const;
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StringName get_concatenated_subnames() const;
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NodePath rel_path_to(const NodePath &p_np) const;
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NodePath get_as_property_path() const;
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void prepend_period();
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NodePath get_parent() const;
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_FORCE_INLINE_ uint32_t hash() const {
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if (!data)
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return 0;
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if (!data->hash_cache_valid) {
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_update_hash_cache();
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}
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return data->hash_cache;
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}
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operator String() const;
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bool is_empty() const;
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bool operator==(const NodePath &p_path) const;
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bool operator!=(const NodePath &p_path) const;
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void operator=(const NodePath &p_path);
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void simplify();
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NodePath simplified() const;
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NodePath(const Vector<StringName> &p_path, bool p_absolute);
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NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
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NodePath(const NodePath &p_path);
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NodePath(const String &p_path);
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NodePath();
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~NodePath();
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};
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#endif
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