class_nodepath.rst 10 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/NodePath.xml.
  6. .. _class_NodePath:
  7. NodePath
  8. ========
  9. Pre-parsed scene tree path.
  10. .. rst-class:: classref-introduction-group
  11. Description
  12. -----------
  13. A pre-parsed relative or absolute path in a scene tree, for use with :ref:`Node.get_node<class_Node_method_get_node>` and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, ``"Path2D/PathFollow2D/Sprite:texture:size"`` would refer to the ``size`` property of the ``texture`` resource on the node named ``"Sprite"`` which is a child of the other named nodes in the path.
  14. You will usually just pass a string to :ref:`Node.get_node<class_Node_method_get_node>` and it will be automatically converted, but you may occasionally want to parse a path ahead of time with **NodePath** or the literal syntax ``@"path"``. Exporting a **NodePath** variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
  15. A **NodePath** is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
  16. Some examples of NodePaths include the following:
  17. ::
  18. # No leading slash means it is relative to the current node.
  19. @"A" # Immediate child A
  20. @"A/B" # A's child B
  21. @"." # The current node.
  22. @".." # The parent node.
  23. @"../C" # A sibling node C.
  24. @"../.." # The grandparent node.
  25. # A leading slash means it is absolute from the SceneTree.
  26. @"/root" # Equivalent to get_tree().get_root().
  27. @"/root/Main" # If your main scene's root node were named "Main".
  28. @"/root/MyAutoload" # If you have an autoloaded node or scene.
  29. \ **Note:** In the editor, **NodePath** properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
  30. .. rst-class:: classref-introduction-group
  31. Tutorials
  32. ---------
  33. - `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`__
  34. .. rst-class:: classref-reftable-group
  35. Methods
  36. -------
  37. .. table::
  38. :widths: auto
  39. +---------------------------------+-----------------------------------------------------------------------------------------------+
  40. | :ref:`NodePath<class_NodePath>` | :ref:`NodePath<class_NodePath_method_NodePath>` **(** :ref:`String<class_String>` from **)** |
  41. +---------------------------------+-----------------------------------------------------------------------------------------------+
  42. | :ref:`NodePath<class_NodePath>` | :ref:`get_as_property_path<class_NodePath_method_get_as_property_path>` **(** **)** |
  43. +---------------------------------+-----------------------------------------------------------------------------------------------+
  44. | :ref:`String<class_String>` | :ref:`get_concatenated_subnames<class_NodePath_method_get_concatenated_subnames>` **(** **)** |
  45. +---------------------------------+-----------------------------------------------------------------------------------------------+
  46. | :ref:`String<class_String>` | :ref:`get_name<class_NodePath_method_get_name>` **(** :ref:`int<class_int>` idx **)** |
  47. +---------------------------------+-----------------------------------------------------------------------------------------------+
  48. | :ref:`int<class_int>` | :ref:`get_name_count<class_NodePath_method_get_name_count>` **(** **)** |
  49. +---------------------------------+-----------------------------------------------------------------------------------------------+
  50. | :ref:`String<class_String>` | :ref:`get_subname<class_NodePath_method_get_subname>` **(** :ref:`int<class_int>` idx **)** |
  51. +---------------------------------+-----------------------------------------------------------------------------------------------+
  52. | :ref:`int<class_int>` | :ref:`get_subname_count<class_NodePath_method_get_subname_count>` **(** **)** |
  53. +---------------------------------+-----------------------------------------------------------------------------------------------+
  54. | :ref:`bool<class_bool>` | :ref:`is_absolute<class_NodePath_method_is_absolute>` **(** **)** |
  55. +---------------------------------+-----------------------------------------------------------------------------------------------+
  56. | :ref:`bool<class_bool>` | :ref:`is_empty<class_NodePath_method_is_empty>` **(** **)** |
  57. +---------------------------------+-----------------------------------------------------------------------------------------------+
  58. .. rst-class:: classref-section-separator
  59. ----
  60. .. rst-class:: classref-descriptions-group
  61. Method Descriptions
  62. -------------------
  63. .. _class_NodePath_method_NodePath:
  64. .. rst-class:: classref-method
  65. :ref:`NodePath<class_NodePath>` **NodePath** **(** :ref:`String<class_String>` from **)**
  66. Creates a NodePath from a string, e.g. ``"Path2D/PathFollow2D/Sprite:texture:size"``. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, ``"."`` and ``".."`` indicate the current node and its parent.
  67. The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
  68. Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
  69. ::
  70. # Points to the Sprite node
  71. "Path2D/PathFollow2D/Sprite"
  72. # Points to the Sprite node and its "texture" resource.
  73. # get_node() would retrieve "Sprite", while get_node_and_resource()
  74. # would retrieve both the Sprite node and the "texture" resource.
  75. "Path2D/PathFollow2D/Sprite:texture"
  76. # Points to the Sprite node and its "position" property.
  77. "Path2D/PathFollow2D/Sprite:position"
  78. # Points to the Sprite node and the "x" component of its "position" property.
  79. "Path2D/PathFollow2D/Sprite:position:x"
  80. # Absolute path (from "root")
  81. "/root/Level/Path2D"
  82. .. rst-class:: classref-item-separator
  83. ----
  84. .. _class_NodePath_method_get_as_property_path:
  85. .. rst-class:: classref-method
  86. :ref:`NodePath<class_NodePath>` **get_as_property_path** **(** **)**
  87. Returns a node path with a colon character (``:``) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
  88. ::
  89. # This will be parsed as a node path to the "x" property in the "position" node
  90. var node_path = NodePath("position:x")
  91. # This will be parsed as a node path to the "x" component of the "position" property in the current node
  92. var property_path = node_path.get_as_property_path()
  93. print(property_path) # :position:x
  94. .. rst-class:: classref-item-separator
  95. ----
  96. .. _class_NodePath_method_get_concatenated_subnames:
  97. .. rst-class:: classref-method
  98. :ref:`String<class_String>` **get_concatenated_subnames** **(** **)**
  99. Returns all subnames concatenated with a colon character (``:``) as separator, i.e. the right side of the first colon in a node path.
  100. ::
  101. var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
  102. print(nodepath.get_concatenated_subnames()) # texture:load_path
  103. .. rst-class:: classref-item-separator
  104. ----
  105. .. _class_NodePath_method_get_name:
  106. .. rst-class:: classref-method
  107. :ref:`String<class_String>` **get_name** **(** :ref:`int<class_int>` idx **)**
  108. Gets the node name indicated by ``idx`` (0 to :ref:`get_name_count<class_NodePath_method_get_name_count>` - 1).
  109. ::
  110. var node_path = NodePath("Path2D/PathFollow2D/Sprite")
  111. print(node_path.get_name(0)) # Path2D
  112. print(node_path.get_name(1)) # PathFollow2D
  113. print(node_path.get_name(2)) # Sprite
  114. .. rst-class:: classref-item-separator
  115. ----
  116. .. _class_NodePath_method_get_name_count:
  117. .. rst-class:: classref-method
  118. :ref:`int<class_int>` **get_name_count** **(** **)**
  119. Gets the number of node names which make up the path. Subnames (see :ref:`get_subname_count<class_NodePath_method_get_subname_count>`) are not included.
  120. For example, ``"Path2D/PathFollow2D/Sprite"`` has 3 names.
  121. .. rst-class:: classref-item-separator
  122. ----
  123. .. _class_NodePath_method_get_subname:
  124. .. rst-class:: classref-method
  125. :ref:`String<class_String>` **get_subname** **(** :ref:`int<class_int>` idx **)**
  126. Gets the resource or property name indicated by ``idx`` (0 to :ref:`get_subname_count<class_NodePath_method_get_subname_count>` - 1).
  127. ::
  128. var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
  129. print(node_path.get_subname(0)) # texture
  130. print(node_path.get_subname(1)) # load_path
  131. .. rst-class:: classref-item-separator
  132. ----
  133. .. _class_NodePath_method_get_subname_count:
  134. .. rst-class:: classref-method
  135. :ref:`int<class_int>` **get_subname_count** **(** **)**
  136. Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character (``:``) in the node path.
  137. For example, ``"Path2D/PathFollow2D/Sprite:texture:load_path"`` has 2 subnames.
  138. .. rst-class:: classref-item-separator
  139. ----
  140. .. _class_NodePath_method_is_absolute:
  141. .. rst-class:: classref-method
  142. :ref:`bool<class_bool>` **is_absolute** **(** **)**
  143. Returns ``true`` if the node path is absolute (as opposed to relative), which means that it starts with a slash character (``/``). Absolute node paths can be used to access the root node (``"/root"``) or autoloads (e.g. ``"/global"`` if a "global" autoload was registered).
  144. .. rst-class:: classref-item-separator
  145. ----
  146. .. _class_NodePath_method_is_empty:
  147. .. rst-class:: classref-method
  148. :ref:`bool<class_bool>` **is_empty** **(** **)**
  149. Returns ``true`` if the node path is empty.
  150. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  151. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  152. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  153. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`