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@@ -0,0 +1,76 @@
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+#ifndef NODEPATH_H
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+#define NODEPATH_H
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+
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+#include <String.h>
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+
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+#include <godot/godot_node_path.h>
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+
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+namespace godot {
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+
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+
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+class NodePath
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+{
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+ godot_node_path _node_path;
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+public:
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+ NodePath(const String &from)
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+ {
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+ godot_node_path_new(&_node_path, (godot_string *) &from);
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+ }
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+
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+ String get_name(const int idx) const
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+ {
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+ godot_string str = godot_node_path_get_name(&_node_path, idx);
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+
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+ return *(String *) &str;
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+ }
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+
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+ int get_name_count() const
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+ {
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+ return godot_node_path_get_name_count(&_node_path);
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+ }
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+
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+ String get_property() const
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+ {
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+ godot_string str = godot_node_path_get_property(&_node_path);
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+ return *(String *) &str;
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+ }
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+
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+ String get_subname(const int idx) const
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+ {
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+ godot_string str = godot_node_path_get_subname(&_node_path, idx);
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+ return *(String *) &str;
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+ }
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+
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+ int get_subname_count() const
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+ {
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+ return godot_node_path_get_subname_count(&_node_path);
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+ }
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+
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+ bool is_absolute() const
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+ {
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+ return godot_node_path_is_absolute(&_node_path);
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+ }
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+
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+ bool is_empty() const
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+ {
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+ return godot_node_path_is_empty(&_node_path);
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+ }
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+
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+ operator String() const
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+ {
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+ godot_string str = godot_node_path_as_string(&_node_path);
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+
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+ return *(String *) &str;
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+ }
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+
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+ ~NodePath()
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+ {
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+ godot_node_path_destroy(&_node_path);
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+ }
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+};
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+
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+
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+
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+}
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+
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+#endif // NODEPATH_H
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