godot-cpp/src/core/NodePath.cpp

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#include "NodePath.hpp"
#include "String.hpp"
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#include "GodotGlobal.hpp"
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#include <gdnative/node_path.h>
namespace godot {
NodePath::NodePath()
{
String from = "";
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godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
}
NodePath::NodePath(const NodePath &other)
{
String from = other;
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godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
}
NodePath::NodePath(const String &from)
{
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godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
}
NodePath::NodePath(const char *contents)
{
String from = contents;
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godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
}
String NodePath::get_name(const int idx) const
{
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godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
return *(String *) &str;
}
int NodePath::get_name_count() const
{
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return godot::api->godot_node_path_get_name_count(&_node_path);
}
String NodePath::get_subname(const int idx) const
{
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godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
return *(String *) &str;
}
int NodePath::get_subname_count() const
{
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return godot::api->godot_node_path_get_subname_count(&_node_path);
}
bool NodePath::is_absolute() const
{
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return godot::api->godot_node_path_is_absolute(&_node_path);
}
bool NodePath::is_empty() const
{
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return godot::api->godot_node_path_is_empty(&_node_path);
}
NodePath::operator String() const
{
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godot_string str = godot::api->godot_node_path_as_string(&_node_path);
return *(String *) &str;
}
void NodePath::operator =(const NodePath& other)
{
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godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
}
NodePath::~NodePath()
{
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godot::api->godot_node_path_destroy(&_node_path);
}
}