proc initGodotNodePath(dest: var GodotNodePath; s: GodotString) {.inline, raises: [],
tags: []
.}
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proc initGodotNodePath(dest: var GodotNodePath; src: GodotNodePath) {.inline,
raises: [], tags: []
.}
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proc deinit(self: var GodotNodePath) {.inline, raises: [], tags: []
.}
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proc toGodotString(self: GodotNodePath): GodotString {.inline, raises: [], tags: []
.}
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proc isAbsolute(self: GodotNodePath): bool {.inline, raises: [], tags: []
.}
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proc nameCount(self: GodotNodePath): cint {.inline, raises: [], tags: []
.}
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proc getName(self: GodotNodePath; idx: cint): GodotString {.inline, raises: [], tags: []
.}
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proc subnameCount(self: GodotNodePath): cint {.inline, raises: [], tags: []
.}
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proc getSubname(self: GodotNodePath; idx: cint): GodotString {.inline, raises: [],
tags: []
.}
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proc getConcatenatedSubnames(self: GodotNodePath): GodotString {.inline, raises: [],
tags: []
.}
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proc isEmpty(self: GodotNodePath): bool {.inline, raises: [], tags: []
.}
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proc `==`(a, b: GodotNodePath): bool {.inline, raises: [], tags: []
.}
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