godot/core/string/node_path.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

100 lines
3.7 KiB
C++

/*************************************************************************/
/* node_path.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef NODE_PATH_H
#define NODE_PATH_H
#include "core/string/string_name.h"
#include "core/string/ustring.h"
class NodePath {
struct Data {
SafeRefCount refcount;
Vector<StringName> path;
Vector<StringName> subpath;
StringName concatenated_subpath;
bool absolute;
bool has_slashes;
mutable bool hash_cache_valid;
mutable uint32_t hash_cache;
};
mutable Data *data = nullptr;
void unref();
void _update_hash_cache() const;
public:
bool is_absolute() const;
int get_name_count() const;
StringName get_name(int p_idx) const;
int get_subname_count() const;
StringName get_subname(int p_idx) const;
Vector<StringName> get_names() const;
Vector<StringName> get_subnames() const;
StringName get_concatenated_subnames() const;
NodePath rel_path_to(const NodePath &p_np) const;
NodePath get_as_property_path() const;
void prepend_period();
NodePath get_parent() const;
_FORCE_INLINE_ uint32_t hash() const {
if (!data) {
return 0;
}
if (!data->hash_cache_valid) {
_update_hash_cache();
}
return data->hash_cache;
}
operator String() const;
bool is_empty() const;
bool operator==(const NodePath &p_path) const;
bool operator!=(const NodePath &p_path) const;
void operator=(const NodePath &p_path);
void simplify();
NodePath simplified() const;
NodePath(const Vector<StringName> &p_path, bool p_absolute);
NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
NodePath(const NodePath &p_path);
NodePath(const String &p_path);
NodePath() {}
~NodePath();
};
#endif // NODE_PATH_H