node_path.h 3.8 KB

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  1. /*************************************************************************/
  2. /* node_path.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef NODE_PATH_H
  31. #define NODE_PATH_H
  32. #include "core/string_name.h"
  33. #include "core/ustring.h"
  34. class NodePath {
  35. struct Data {
  36. SafeRefCount refcount;
  37. Vector<StringName> path;
  38. Vector<StringName> subpath;
  39. StringName concatenated_subpath;
  40. bool absolute;
  41. bool has_slashes;
  42. mutable bool hash_cache_valid;
  43. mutable uint32_t hash_cache;
  44. };
  45. mutable Data *data;
  46. void unref();
  47. void _update_hash_cache() const;
  48. public:
  49. _FORCE_INLINE_ StringName get_sname() const {
  50. if (data && data->path.size() == 1 && data->subpath.empty()) {
  51. return data->path[0];
  52. } else {
  53. return operator String();
  54. }
  55. }
  56. bool is_absolute() const;
  57. int get_name_count() const;
  58. StringName get_name(int p_idx) const;
  59. int get_subname_count() const;
  60. StringName get_subname(int p_idx) const;
  61. Vector<StringName> get_names() const;
  62. Vector<StringName> get_subnames() const;
  63. StringName get_concatenated_subnames() const;
  64. NodePath rel_path_to(const NodePath &p_np) const;
  65. NodePath get_as_property_path() const;
  66. void prepend_period();
  67. NodePath get_parent() const;
  68. _FORCE_INLINE_ uint32_t hash() const {
  69. if (!data)
  70. return 0;
  71. if (!data->hash_cache_valid) {
  72. _update_hash_cache();
  73. }
  74. return data->hash_cache;
  75. }
  76. operator String() const;
  77. bool is_empty() const;
  78. bool operator==(const NodePath &p_path) const;
  79. bool operator!=(const NodePath &p_path) const;
  80. void operator=(const NodePath &p_path);
  81. void simplify();
  82. NodePath simplified() const;
  83. NodePath(const Vector<StringName> &p_path, bool p_absolute);
  84. NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
  85. NodePath(const NodePath &p_path);
  86. NodePath(const String &p_path);
  87. NodePath();
  88. ~NodePath();
  89. };
  90. #endif