godot/core/path_db.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

102 lines
3.6 KiB
C++

/*************************************************************************/
/* path_db.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 PATH_DB_H
#define PATH_DB_H
#include "ustring.h"
#include "string_db.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class NodePath {
struct Data {
SafeRefCount refcount;
StringName property;
Vector<StringName> path;
Vector<StringName> subpath;
bool absolute;
};
Data *data;
void unref();
public:
_FORCE_INLINE_ StringName get_sname() const {
if (data && data->path.size()==1 && data->subpath.empty() && !data->property) {
return data->path[0];
} else {
return operator String();
}
}
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;
NodePath rel_path_to(const NodePath& p_np) const;
void prepend_period();
StringName get_property() const;
NodePath get_parent() const;
uint32_t hash() const;
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,const String& p_property="");
NodePath(const Vector<StringName>& p_path,const Vector<StringName>& p_subpath,bool p_absolute,const String& p_property="");
NodePath(const NodePath& p_path);
NodePath(const String& p_path);
NodePath();
~NodePath();
};
#endif