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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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/string_name.h"
  33. #include "core/string/ustring.h"
  34. class NodePath {
  35. struct Data {
  36. SafeRefCount refcount;
  37. Vector<StringName> path;
  38. Vector<StringName> subpath;
  39. StringName concatenated_path;
  40. StringName concatenated_subpath;
  41. bool absolute;
  42. mutable bool hash_cache_valid;
  43. mutable uint32_t hash_cache;
  44. };
  45. mutable Data *data = nullptr;
  46. void unref();
  47. void _update_hash_cache() const;
  48. public:
  49. bool is_absolute() const;
  50. int get_name_count() const;
  51. StringName get_name(int p_idx) const;
  52. int get_subname_count() const;
  53. StringName get_subname(int p_idx) const;
  54. int get_total_name_count() const;
  55. Vector<StringName> get_names() const;
  56. Vector<StringName> get_subnames() const;
  57. StringName get_concatenated_names() const;
  58. StringName get_concatenated_subnames() const;
  59. NodePath slice(int p_begin, int p_end = INT_MAX) const;
  60. NodePath rel_path_to(const NodePath &p_np) const;
  61. NodePath get_as_property_path() const;
  62. void prepend_period();
  63. _FORCE_INLINE_ uint32_t hash() const {
  64. if (!data) {
  65. return 0;
  66. }
  67. if (!data->hash_cache_valid) {
  68. _update_hash_cache();
  69. }
  70. return data->hash_cache;
  71. }
  72. operator String() const;
  73. bool is_empty() const;
  74. bool operator==(const NodePath &p_path) const;
  75. bool operator!=(const NodePath &p_path) const;
  76. void operator=(const NodePath &p_path);
  77. void simplify();
  78. NodePath simplified() const;
  79. NodePath(const Vector<StringName> &p_path, bool p_absolute);
  80. NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
  81. NodePath(const NodePath &p_path);
  82. NodePath(const String &p_path);
  83. NodePath() {}
  84. ~NodePath();
  85. };
  86. #endif // NODE_PATH_H