Module nodepaths

Types

NodePath = ref object
  path: GodotNodePath
  Source Edit

Procs

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

Converters

converter fromString(s: string): NodePath {.
raises: [], tags: []
.}
  Source Edit