merged gdnative and nativescript module
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116
modules/gdnative/gdnative/node_path.cpp
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116
modules/gdnative/gdnative/node_path.cpp
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/*************************************************************************/
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/* node_path.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gdnative/node_path.h"
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#include "core/node_path.h"
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#include "core/variant.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _node_path_api_anchor() {}
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void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from) {
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NodePath *dest = (NodePath *)r_dest;
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const String *from = (const String *)p_from;
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memnew_placement(dest, NodePath(*from));
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}
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void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src) {
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NodePath *dest = (NodePath *)r_dest;
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const NodePath *src = (const NodePath *)p_src;
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memnew_placement(dest, NodePath(*src));
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}
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void GDAPI godot_node_path_destroy(godot_node_path *p_self) {
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NodePath *self = (NodePath *)p_self;
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self->~NodePath();
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}
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godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self) {
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godot_string ret;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&ret, String(*self));
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return ret;
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}
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godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->is_absolute();
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}
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godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->get_name_count();
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}
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godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx) {
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godot_string dest;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&dest, String(self->get_name(p_idx)));
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return dest;
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}
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godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->get_subname_count();
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}
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godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx) {
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godot_string dest;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&dest, String(self->get_subname(p_idx)));
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return dest;
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}
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godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_self) {
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godot_string dest;
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const NodePath *self = (const NodePath *)p_self;
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memnew_placement(&dest, String(self->get_property()));
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return dest;
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}
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godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self) {
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const NodePath *self = (const NodePath *)p_self;
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return self->is_empty();
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}
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godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b) {
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const NodePath *self = (const NodePath *)p_self;
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const NodePath *b = (const NodePath *)p_b;
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return *self == *b;
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}
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#ifdef __cplusplus
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}
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#endif
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