/*************************************************************************/ /* godot_node_path.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef GODOT_NODE_PATH_H #define GODOT_NODE_PATH_H #ifdef __cplusplus extern "C" { #endif #include #ifndef GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED #define GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED typedef struct godot_node_path { uint8_t _dont_touch_that[8]; } godot_node_path; #endif #include "../godot.h" #include "godot_string.h" void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from); void GDAPI godot_node_path_destroy(godot_node_path *p_self); godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self); godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self); godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self); godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx); godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self); godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx); godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_self); godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self); godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b); #ifdef __cplusplus } #endif #endif // GODOT_NODE_PATH_H