Node: Fix logic of has/get_node_and_resource and document it
Also document NodePath.
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3 changed files with 63 additions and 16 deletions
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@ -268,6 +268,14 @@
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<argument index="0" name="path" type="NodePath">
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</argument>
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<description>
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Fetches a node and one of its resources as specified by the [NodePath]'s subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested resources are specified in the [NodePath], the last one will be fetched.
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The return value is an array of size 3: the first index points to the [Node] (or [code]null[/code] if not found), the second index points to the [Resource] (or [code]null[/code] if not found), and the third index is the remaining [NodePath], if any.
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For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid node and that its [code]shape[/code] property has been assigned a [RectangleShape2D] resource, one could have this kind of output:
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[codeblock]
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print(get_node_and_resource("Area2D/CollisionShape2D")) # [[CollisionShape2D:1161], Null, ]
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print(get_node_and_resource("Area2D/CollisionShape2D:shape")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], ]
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print(get_node_and_resource("Area2D/CollisionShape2D:shape:extents")) # [[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]
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[/codeblock]
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</description>
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</method>
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<method name="get_node_or_null" qualifiers="const">
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@ -359,6 +367,7 @@
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<argument index="0" name="path" type="NodePath">
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</argument>
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<description>
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Returns [code]true[/code] if the [NodePath] points to a valid node and its subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive math types) are not considered resources.
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</description>
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</method>
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<method name="is_a_parent_of" qualifiers="const">
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@ -4,9 +4,9 @@
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Pre-parsed scene tree path.
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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 size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.
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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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A [NodePath] is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource.
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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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</description>
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<tutorials>
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</tutorials>
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@ -18,18 +18,46 @@
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</argument>
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<description>
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Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, [code]"."[/code] and [code]".."[/code] indicate the current node and its parent.
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The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
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Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
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[codeblock]
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# Points to the Sprite node
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"Path2D/PathFollow2D/Sprite"
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# Points to the Sprite node and its 'texture' resource.
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# get_node() would retrieve "Sprite", while get_node_and_resource()
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# would retrieve both the Sprite node and the 'texture' resource.
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"Path2D/PathFollow2D/Sprite:texture"
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# Points to the Sprite node and its 'position' property.
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"Path2D/PathFollow2D/Sprite:position"
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# Points to the Sprite node and the 'x' component of its 'position' property.
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"Path2D/PathFollow2D/Sprite:position:x"
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# Absolute path (from 'root')
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"/root/Level/Path2D"
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[/codeblock]
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</description>
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</method>
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<method name="get_as_property_path">
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<return type="NodePath">
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</return>
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<description>
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Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
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[codeblock]
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# This will be parsed as a node path to the 'x' property in the 'position' node
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var node_path = NodePath("position:x")
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# This will be parsed as a node path to the 'x' component of the 'position' property in the current node
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var property_path = node_path.get_as_property_path()
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print(property_path) # :position:x
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</description>
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</method>
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<method name="get_concatenated_subnames">
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<return type="String">
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</return>
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<description>
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Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path.
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[codeblock]
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var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
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print(nodepath.get_concatenated_subnames()) # texture:load_path
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[/codeblock]
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</description>
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</method>
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<method name="get_name">
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@ -38,14 +66,21 @@
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<argument index="0" name="idx" type="int">
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</argument>
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<description>
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Get the node name indicated by [code]idx[/code] (0 to [method get_name_count])
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Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]).
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[codeblock]
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var node_path = NodePath("Path2D/PathFollow2D/Sprite")
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print(node_path.get_name(0)) # Path2D
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print(node_path.get_name(1)) # PathFollow2D
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print(node_path.get_name(2)) # Sprite
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[/codeblock]
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</description>
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</method>
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<method name="get_name_count">
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<return type="int">
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</return>
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<description>
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Get the number of node names which make up the path.
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Get the number of node names which make up the path. Subnames (see [method get_subname_count]) are not included.
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For example, [code]"Path2D/PathFollow2D/Sprite"[code] has 3 names.
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</description>
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</method>
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<method name="get_subname">
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@ -54,21 +89,27 @@
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<argument index="0" name="idx" type="int">
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</argument>
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<description>
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Get the resource name indicated by [code]idx[/code] (0 to [method get_subname_count])
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Get the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]).
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[codeblock]
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var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
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print(node_path.get_subname(0)) # texture
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print(node_path.get_subname(1)) # load_path
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[/codeblock]
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</description>
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</method>
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<method name="get_subname_count">
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<return type="int">
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</return>
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<description>
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Get the number of resource names in the path.
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Get the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character ([code]:[/code]) in the node path.
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For example, [code]"Path2D/PathFollow2D/Sprite:texture:load_path"[/code] has 2 subnames.
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</description>
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</method>
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<method name="is_absolute">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the node path is absolute (not relative).
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Returns [code]true[/code] if the node path is absolute (as opposed to relative), which means that it starts with a slash character ([code]/[/code]). Absolute node paths can be used to access the root node ([code]"/root"[/code]) or autoloads (e.g. [code]"/global"[/code] if a "global" autoload was registered).
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</description>
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</method>
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<method name="is_empty">
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@ -2477,21 +2477,18 @@ bool Node::has_node_and_resource(const NodePath &p_path) const {
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if (!has_node(p_path))
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return false;
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Node *node = get_node(p_path);
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RES res;
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Vector<StringName> leftover_path;
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Node *node = get_node_and_resource(p_path, res, leftover_path, false);
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bool result = false;
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node->get_indexed(p_path.get_subnames(), &result);
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return result;
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return (node && res.is_valid());
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}
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Array Node::_get_node_and_resource(const NodePath &p_path) {
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Node *node;
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RES res;
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Vector<StringName> leftover_path;
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node = get_node_and_resource(p_path, res, leftover_path);
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Node *node = get_node_and_resource(p_path, res, leftover_path, false);
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Array result;
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if (node)
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@ -2521,7 +2518,7 @@ Node *Node::get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<Str
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int j = 0;
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// If not p_last_is_property, we shouldn't consider the last one as part of the resource
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for (; j < p_path.get_subname_count() - p_last_is_property; j++) {
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for (; j < p_path.get_subname_count() - (int)p_last_is_property; j++) {
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RES new_res = j == 0 ? node->get(p_path.get_subname(j)) : r_res->get(p_path.get_subname(j));
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if (new_res.is_null()) {
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