proc newNodePath(path: GodotNodePath): NodePath {.raises: [], tags: []
.}
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Moves the GodotNodePath into Nim wrapper. The path will be destroyed automatically when the result is no longer referenced.
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proc newNodePath(s: string): NodePath {.raises: [], tags: []
.}
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proc godotNodePath(path: NodePath): ptr GodotNodePath {.inline, raises: [], tags: []
.}
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WARNING: do not keep the returned value for longer than the lifetime of path
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proc `$`(self: NodePath): string {.inline, raises: [], tags: []
.}
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proc hash(self: NodePath): Hash {.inline, raises: [], tags: []
.}
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proc isAbsolute(self: NodePath): bool {.inline, raises: [], tags: []
.}
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proc nameCount(self: NodePath): int {.inline, raises: [], tags: []
.}
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proc getName(self: NodePath; idx: int): string {.inline, raises: [], tags: []
.}
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proc subnameCount(self: NodePath): int {.inline, raises: [], tags: []
.}
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proc getSubname(self: NodePath; idx: int): string {.inline, raises: [], tags: []
.}
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proc getConcatenatedSubnames(self: NodePath): string {.inline, raises: [], tags: []
.}
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proc isEmpty(self: NodePath): bool {.inline, raises: [], tags: []
.}
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proc `==`(a, b: NodePath): bool {.raises: [], tags: []
.}
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