godot-cpp/include/godot_cpp/core/NodePath.cpp

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2017-03-06 07:49:24 +00:00
#include "NodePath.hpp"
2017-03-06 07:49:24 +00:00
#include "String.hpp"
#include <godot/godot_node_path.h>
namespace godot {
NodePath::NodePath()
{
String from = "";
godot_node_path_new(&_node_path, (godot_string *) &from);
}
NodePath::NodePath(const NodePath &other)
{
String from = other;
godot_node_path_new(&_node_path, (godot_string *) &from);
godot_node_path_copy(&_node_path, &other._node_path);
}
NodePath::NodePath(const String &from)
{
godot_node_path_new(&_node_path, (godot_string *) &from);
}
NodePath::NodePath(const char *contents)
{
String from = contents;
godot_node_path_new(&_node_path, (godot_string *) &from);
}
String NodePath::get_name(const int idx) const
{
godot_string str = godot_node_path_get_name(&_node_path, idx);
return *(String *) &str;
}
int NodePath::get_name_count() const
{
return godot_node_path_get_name_count(&_node_path);
}
String NodePath::get_property() const
{
godot_string str = godot_node_path_get_property(&_node_path);
return *(String *) &str;
}
String NodePath::get_subname(const int idx) const
{
godot_string str = godot_node_path_get_subname(&_node_path, idx);
return *(String *) &str;
}
int NodePath::get_subname_count() const
{
return godot_node_path_get_subname_count(&_node_path);
}
bool NodePath::is_absolute() const
{
return godot_node_path_is_absolute(&_node_path);
}
bool NodePath::is_empty() const
{
return godot_node_path_is_empty(&_node_path);
}
NodePath::operator String() const
{
godot_string str = godot_node_path_as_string(&_node_path);
return *(String *) &str;
}
void NodePath::operator =(const NodePath& other)
{
godot_node_path_copy(&_node_path, &other._node_path);
}
NodePath::~NodePath()
{
godot_node_path_destroy(&_node_path);
}
}