proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {.
importc: "godot_node_path_new"
.}
-
Source
Edit
proc deinit*(self: var GodotNodePath) {.importc: "godot_node_path_destroy"
.}
-
Source
Edit
proc toGodotString*(self: GodotNodePath): GodotString {.
importc: "godot_node_path_as_string"
.}
-
Source
Edit
proc isAbsolute*(self: GodotNodePath): bool {.noSideEffect,
importc: "godot_node_path_is_absolute"
.}
-
Source
Edit
proc nameCount*(self: GodotNodePath): cint {.noSideEffect,
importc: "godot_node_path_get_name_count"
.}
-
Source
Edit
proc getName*(self: GodotNodePath; idx: cint): GodotString {.noSideEffect,
importc: "godot_node_path_get_name"
.}
-
Source
Edit
proc subnameCount*(self: GodotNodePath): cint {.noSideEffect,
importc: "godot_node_path_get_subname_count"
.}
-
Source
Edit
proc getSubname*(self: GodotNodePath; idx: cint): GodotString {.noSideEffect,
importc: "godot_node_path_get_subname"
.}
-
Source
Edit
proc property*(self: GodotNodePath): GodotString {.noSideEffect,
importc: "godot_node_path_get_property"
.}
-
Source
Edit
proc isEmpty*(self: GodotNodePath): bool {.noSideEffect,
importc: "godot_node_path_is_empty"
.}
-
Source
Edit
proc `==`*(a, b: GodotNodePath): bool {.noSideEffect,
importc: "godot_node_path_operator_equal"
.}
-
Source
Edit