b16c309f82
Happy new year to the wonderful Godot community!
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
/*************************************************************************/
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/* node_path.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#ifndef NODE_PATH_H
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#define NODE_PATH_H
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#include "core/string_db.h"
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#include "core/ustring.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class NodePath {
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struct Data {
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SafeRefCount refcount;
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Vector<StringName> path;
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Vector<StringName> subpath;
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StringName concatenated_subpath;
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bool absolute;
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bool has_slashes;
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mutable bool hash_cache_valid;
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mutable uint32_t hash_cache;
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};
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mutable Data *data;
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void unref();
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void _update_hash_cache() const;
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public:
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_FORCE_INLINE_ StringName get_sname() const {
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if (data && data->path.size() == 1 && data->subpath.empty()) {
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return data->path[0];
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} else {
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return operator String();
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}
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}
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bool is_absolute() const;
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int get_name_count() const;
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StringName get_name(int p_idx) const;
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int get_subname_count() const;
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StringName get_subname(int p_idx) const;
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Vector<StringName> get_names() const;
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Vector<StringName> get_subnames() const;
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StringName get_concatenated_subnames() const;
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NodePath rel_path_to(const NodePath &p_np) const;
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NodePath get_as_property_path() const;
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void prepend_period();
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NodePath get_parent() const;
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_FORCE_INLINE_ uint32_t hash() const {
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if (!data)
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return 0;
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if (!data->hash_cache_valid) {
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_update_hash_cache();
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}
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return data->hash_cache;
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}
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operator String() const;
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bool is_empty() const;
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bool operator==(const NodePath &p_path) const;
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bool operator!=(const NodePath &p_path) const;
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void operator=(const NodePath &p_path);
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void simplify();
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NodePath simplified() const;
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NodePath(const Vector<StringName> &p_path, bool p_absolute);
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NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
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NodePath(const NodePath &p_path);
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NodePath(const String &p_path);
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NodePath();
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~NodePath();
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};
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#endif
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