node_path.h 3.9 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. #pragma once
  31. #include "core/string/string_name.h"
  32. #include "core/string/ustring.h"
  33. class NodePath {
  34. struct Data {
  35. SafeRefCount refcount;
  36. Vector<StringName> path;
  37. Vector<StringName> subpath;
  38. StringName concatenated_path;
  39. StringName concatenated_subpath;
  40. bool absolute;
  41. mutable bool hash_cache_valid;
  42. mutable uint32_t hash_cache;
  43. };
  44. mutable Data *data = nullptr;
  45. void unref();
  46. void _update_hash_cache() const;
  47. public:
  48. bool is_absolute() const;
  49. int get_name_count() const;
  50. StringName get_name(int p_idx) const;
  51. int get_subname_count() const;
  52. StringName get_subname(int p_idx) const;
  53. int get_total_name_count() const;
  54. Vector<StringName> get_names() const;
  55. Vector<StringName> get_subnames() const;
  56. StringName get_concatenated_names() const;
  57. StringName get_concatenated_subnames() const;
  58. NodePath slice(int p_begin, int p_end = INT_MAX) const;
  59. NodePath rel_path_to(const NodePath &p_np) const;
  60. NodePath get_as_property_path() const;
  61. void prepend_period();
  62. _FORCE_INLINE_ uint32_t hash() const {
  63. if (!data) {
  64. return 0;
  65. }
  66. if (!data->hash_cache_valid) {
  67. _update_hash_cache();
  68. }
  69. return data->hash_cache;
  70. }
  71. operator String() const;
  72. bool is_empty() const;
  73. bool operator==(const NodePath &p_path) const;
  74. bool operator!=(const NodePath &p_path) const;
  75. void operator=(const NodePath &p_path);
  76. void simplify();
  77. NodePath simplified() const;
  78. NodePath(const Vector<StringName> &p_path, bool p_absolute);
  79. NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
  80. NodePath(const NodePath &p_path);
  81. NodePath(const String &p_path);
  82. NodePath() {}
  83. ~NodePath();
  84. };
  85. // Zero-constructing NodePath initializes data to nullptr (and thus empty).
  86. template <>
  87. struct is_zero_constructible<NodePath> : std::true_type {};