virtualx-engine/modules/gdnative/godot/godot_node_path.cpp
2017-04-09 21:07:53 +02:00

120 lines
4.6 KiB
C++

/*************************************************************************/
/* 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 "path_db.h"
#ifdef __cplusplus
extern "C" {
#endif
void _node_path_api_anchor() {
}
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
// @Bug ?
// Do I need to memnew_placement when returning strings?
void GDAPI godot_node_path_new(godot_node_path *p_np, const godot_string *p_from) {
NodePath *np = (NodePath *)p_np;
String *from = (String *)p_from;
memnew_placement_custom(np, NodePath, NodePath(*from));
}
void GDAPI godot_node_path_copy(godot_node_path *p_np, const godot_node_path *p_from) {
NodePath *np = (NodePath *)p_np;
NodePath *from = (NodePath *)p_from;
*np = *from;
}
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_np, const godot_int p_idx) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = np->get_name(p_idx);
return str;
}
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->get_name_count();
}
godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = np->get_property();
return str;
}
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_np, const godot_int p_idx) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = np->get_subname(p_idx);
return str;
}
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->get_subname_count();
}
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->is_absolute();
}
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->is_empty();
}
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = *np;
return str;
}
void GDAPI godot_node_path_destroy(godot_node_path *p_np) {
((NodePath *)p_np)->~NodePath();
}
#ifdef __cplusplus
}
#endif