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			97 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  node_path.h                                                          */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#ifndef NODE_PATH_H
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#define NODE_PATH_H
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#include "core/string/string_name.h"
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#include "core/string/ustring.h"
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class NodePath {
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	struct Data {
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		SafeRefCount refcount;
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		Vector<StringName> path;
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		Vector<StringName> subpath;
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		StringName concatenated_subpath;
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		bool absolute;
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		bool has_slashes;
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		mutable bool hash_cache_valid;
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		mutable uint32_t hash_cache;
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	};
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	mutable Data *data = nullptr;
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	void unref();
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	void _update_hash_cache() const;
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public:
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	bool is_absolute() const;
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	int get_name_count() const;
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	StringName get_name(int p_idx) const;
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	int get_subname_count() const;
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	StringName get_subname(int p_idx) const;
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	Vector<StringName> get_names() const;
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	Vector<StringName> get_subnames() const;
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	StringName get_concatenated_subnames() const;
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	NodePath rel_path_to(const NodePath &p_np) const;
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	NodePath get_as_property_path() const;
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	void prepend_period();
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	_FORCE_INLINE_ uint32_t hash() const {
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		if (!data) {
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			return 0;
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		}
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		if (!data->hash_cache_valid) {
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			_update_hash_cache();
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		}
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		return data->hash_cache;
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	}
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	operator String() const;
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	bool is_empty() const;
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	bool operator==(const NodePath &p_path) const;
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	bool operator!=(const NodePath &p_path) const;
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	void operator=(const NodePath &p_path);
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	void simplify();
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	NodePath simplified() const;
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	NodePath(const Vector<StringName> &p_path, bool p_absolute);
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	NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute);
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	NodePath(const NodePath &p_path);
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	NodePath(const String &p_path);
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	NodePath() {}
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	~NodePath();
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};
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#endif // NODE_PATH_H
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