1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
use sys;
use get_api;
use ToVariant;
use GodotString;
use Variant;
use std::fmt;

/// A reference-counted relative or absolute path in a scene tree, for use with `Node.get_node()` and similar
/// functions. It can reference a node, a resource within a node, or a property of a node or
/// resource.
///
/// `"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.
/// Note that if you want to get a resource, you must end the path with a colon,
/// otherwise the last element will be used as a property name.
///
/// If a string is passed to `Node.get_node()`, it will be automatically converted to a `NodePath`,
/// but `NodePath` can be parsed ahead of time with `NodePath::from_str` or `NodePath::new`.
///
/// A `NodePath` consists of node names, “sub-node” (resource) names, and the name of a property in
/// the final node or resource.
///
/// More info at [Godot's official documentation](https://godot.readthedocs.io/en/3.0/classes/class_nodepath.html)
pub struct NodePath(pub(crate) sys::godot_node_path);

impl NodePath {
    /// Create 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.
    pub fn from_str(path: &str) -> Self {
        unsafe {
            let mut dest = sys::godot_node_path::default();
            let api = get_api();
            let mut from = (api.godot_string_chars_to_utf8_with_len)(path.as_ptr() as *const _, path.len() as _);
            (api.godot_node_path_new)(&mut dest, &from);
            (api.godot_string_destroy)(&mut from);
            NodePath(dest)
        }
    }

    /// Create a `NodePath` from a GodotString.
    pub fn new(path: &GodotString) -> Self {
        unsafe {
            let mut dest = sys::godot_node_path::default();
            (get_api().godot_node_path_new)(&mut dest, &path.0);
            NodePath(dest)
        }
    }

    /// Returns `true` if the node path is empty.
    pub fn is_empty(&self) -> bool {
        unsafe {
            (get_api().godot_node_path_is_empty)(&self.0)
        }
    }

    /// Returns `true` if the node path is absolute.
    pub fn is_absolute(&self) -> bool {
        unsafe {
            (get_api().godot_node_path_is_absolute)(&self.0)
        }
    }

    /// Get the number of node names which make up the path.
    pub fn name_count(&mut self) -> i32 {
        unsafe {
            (get_api().godot_node_path_get_name_count)(&mut self.0)
        }
    }

    /// Returns the resource name of the specified `idx`, 0 to subname_count()
    pub fn get_subname(&self, idx: i32) -> GodotString {
        unsafe {
            GodotString((get_api().godot_node_path_get_subname)(&self.0, idx))
        }
    }

    /// Returns the number of resource names in the path.
    pub fn get_subname_count(&self) -> i32 {
        unsafe {
            (get_api().godot_node_path_get_subname_count)(&self.0)
        }
    }

    pub fn get_concatenated_subnames(&self) -> GodotString {
        unsafe {
            GodotString((get_api().godot_node_path_get_concatenated_subnames)(&self.0))
        }
    }

    /// Returns the `NodePath` as a `GodotString`
    pub fn to_godot_string(&self) -> GodotString {
        unsafe {
            GodotString((get_api().godot_node_path_as_string)(&self.0))
        }
    }

    /// Returns the `NodePath` as a `String`
    pub fn to_string(&self) -> String {
        self.to_godot_string().to_string()
    }

    #[doc(hidden)]
    pub fn sys(&self) -> *const sys::godot_node_path {
        &self.0
    }

    #[doc(hidden)]
    pub fn from_sys(sys: sys::godot_node_path) -> Self {
        NodePath(sys)
    }

    impl_common_methods! {
        /// Creates a new reference to this node path.
        pub fn new_ref(&self) -> NodePath : godot_node_path_new_copy;
    }
}

impl<S> From<S> for NodePath where S: AsRef<str> {
    fn from(s: S) -> NodePath { NodePath::from_str(&s.as_ref()) }
}

impl Into<String> for NodePath {
    fn into(self) -> String { self.to_string() }
}

impl From<GodotString> for NodePath {
    fn from(s: GodotString) -> NodePath { NodePath::new(&s) }
}

impl Into<GodotString> for NodePath {
    fn into(self) -> GodotString { self.to_godot_string() }
}

impl_basic_traits!(
    for NodePath as godot_node_path {
        Drop => godot_node_path_destroy;
        Eq => godot_node_path_operator_equal;
    }
);

impl ToVariant for NodePath {
    fn to_variant(&self) -> Variant { Variant::from_node_path(self) }
    fn from_variant(variant: &Variant) -> Option<Self> { variant.try_to_node_path() }
}

impl fmt::Debug for NodePath {
    fn fmt(&self, f: &mut fmt::Formatter) -> Result<(), fmt::Error> {
        write!(f, "NodePath({})", self.to_string())
    }
}