534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
116 lines
4.6 KiB
C++
116 lines
4.6 KiB
C++
/*************************************************************************/
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/* node_path.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#include "node_path.h"
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#include "core/variant.h"
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#include "core/path_db.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _node_path_api_anchor() {}
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void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from) {
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NodePath *dest = (NodePath *)r_dest;
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const String *from = (const String *)p_from;
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memnew_placement(dest, NodePath(*from));
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}
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void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src) {
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NodePath *dest = (NodePath *)r_dest;
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const NodePath *src = (const NodePath *)p_src;
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memnew_placement(dest, NodePath(*src));
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}
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void GDAPI godot_node_path_destroy(godot_node_path *p_self) {
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NodePath *self = (NodePath *)p_self;
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self->~NodePath();
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}
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godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self) {
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godot_string ret;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->is_absolute();
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}
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godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->get_name_count();
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}
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godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx) {
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godot_string dest;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&dest, String(self->get_name(p_idx)));
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return dest;
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}
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godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->get_subname_count();
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}
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godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx) {
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godot_string dest;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&dest, String(self->get_subname(p_idx)));
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return dest;
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}
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godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_self) {
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godot_string dest;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&dest, String(self->get_property()));
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return dest;
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}
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godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->is_empty();
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}
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godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b) {
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const NodePath *self = (const NodePath *)p_self;
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const NodePath *b = (const NodePath *)p_b;
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return *self == *b;
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}
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#ifdef __cplusplus
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}
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#endif
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