godot/modules/mono/glue/Managed/Files/NodePath.cs
Ignacio Etcheverry 0826b79035 C#: Make GD.Range return IEnumerable instead of array
- Make NodePath and RID sealed classes.
- Renamed rand_range to RandRange.
2019-02-19 18:46:18 +01:00

154 lines
4.3 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Godot
{
public sealed partial class NodePath : IDisposable
{
private bool disposed = false;
internal IntPtr ptr;
internal static IntPtr GetPtr(NodePath instance)
{
if (instance == null)
return IntPtr.Zero;
if (instance.disposed)
throw new ObjectDisposedException(instance.GetType().FullName);
return instance.ptr;
}
~NodePath()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if (disposed)
return;
if (ptr != IntPtr.Zero)
{
godot_icall_NodePath_Dtor(ptr);
ptr = IntPtr.Zero;
}
disposed = true;
}
internal NodePath(IntPtr ptr)
{
this.ptr = ptr;
}
public IntPtr NativeInstance
{
get { return ptr; }
}
public NodePath() : this(string.Empty) { }
public NodePath(string path)
{
this.ptr = godot_icall_NodePath_Ctor(path);
}
public static implicit operator NodePath(string from)
{
return new NodePath(from);
}
public static implicit operator string(NodePath from)
{
return godot_icall_NodePath_operator_String(NodePath.GetPtr(from));
}
public override string ToString()
{
return (string)this;
}
public NodePath GetAsPropertyPath()
{
return new NodePath(godot_icall_NodePath_get_as_property_path(NodePath.GetPtr(this)));
}
public string GetConcatenatedSubnames()
{
return godot_icall_NodePath_get_concatenated_subnames(NodePath.GetPtr(this));
}
public string GetName(int idx)
{
return godot_icall_NodePath_get_name(NodePath.GetPtr(this), idx);
}
public int GetNameCount()
{
return godot_icall_NodePath_get_name_count(NodePath.GetPtr(this));
}
public string GetSubname(int idx)
{
return godot_icall_NodePath_get_subname(NodePath.GetPtr(this), idx);
}
public int GetSubnameCount()
{
return godot_icall_NodePath_get_subname_count(NodePath.GetPtr(this));
}
public bool IsAbsolute()
{
return godot_icall_NodePath_is_absolute(NodePath.GetPtr(this));
}
public bool IsEmpty()
{
return godot_icall_NodePath_is_empty(NodePath.GetPtr(this));
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_NodePath_Ctor(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_NodePath_Dtor(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_operator_String(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_NodePath_get_as_property_path(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_get_concatenated_subnames(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_get_name(IntPtr ptr, int arg1);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static int godot_icall_NodePath_get_name_count(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_get_subname(IntPtr ptr, int arg1);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static int godot_icall_NodePath_get_subname_count(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_NodePath_is_absolute(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_NodePath_is_empty(IntPtr ptr);
}
}