/*************************************************************************/ /* godot_node_path.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #include "godot_node_path.h" #include "core/variant.h" #include "core/path_db.h" #ifdef __cplusplus extern "C" { #endif void _node_path_api_anchor() {} void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from) { NodePath *dest = (NodePath *)r_dest; const String *from = (const String *)p_from; memnew_placement(dest, NodePath(*from)); } void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src) { NodePath *dest = (NodePath *)r_dest; const NodePath *src = (const NodePath *)p_src; memnew_placement(dest, NodePath(*src)); } void GDAPI godot_node_path_destroy(godot_node_path *p_self) { NodePath *self = (NodePath *)p_self; self->~NodePath(); } godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self) { godot_string ret; const NodePath *self = (const NodePath *)p_self; memnew_placement(&ret, String(*self)); return ret; } godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self) { const NodePath *self = (const NodePath *)p_self; return self->is_absolute(); } godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self) { const NodePath *self = (const NodePath *)p_self; return self->get_name_count(); } godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx) { godot_string dest; const NodePath *self = (const NodePath *)p_self; memnew_placement(&dest, String(self->get_name(p_idx))); return dest; } godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self) { const NodePath *self = (const NodePath *)p_self; return self->get_subname_count(); } godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx) { godot_string dest; const NodePath *self = (const NodePath *)p_self; memnew_placement(&dest, String(self->get_subname(p_idx))); return dest; } godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_self) { godot_string dest; const NodePath *self = (const NodePath *)p_self; memnew_placement(&dest, String(self->get_property())); return dest; } godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self) { const NodePath *self = (const NodePath *)p_self; return self->is_empty(); } godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b) { const NodePath *self = (const NodePath *)p_self; const NodePath *b = (const NodePath *)p_b; return *self == *b; } #ifdef __cplusplus } #endif