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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the NodePath.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_NodePath:
- NodePath
- ========
- **Category:** Built-In Types
- Brief Description
- -----------------
- Pre-parsed scene tree path.
- Member Functions
- ----------------
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`NodePath<class_nodepath>` | :ref:`NodePath<class_NodePath_NodePath>` **(** :ref:`String<class_string>` from **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`NodePath<class_nodepath>` | :ref:`get_as_property_path<class_NodePath_get_as_property_path>` **(** **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`String<class_string>` | :ref:`get_concatenated_subnames<class_NodePath_get_concatenated_subnames>` **(** **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`String<class_string>` | :ref:`get_name<class_NodePath_get_name>` **(** :ref:`int<class_int>` idx **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_name_count<class_NodePath_get_name_count>` **(** **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`String<class_string>` | :ref:`get_subname<class_NodePath_get_subname>` **(** :ref:`int<class_int>` idx **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_subname_count<class_NodePath_get_subname_count>` **(** **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_absolute<class_NodePath_is_absolute>` **(** **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_empty<class_NodePath_is_empty>` **(** **)** |
- +----------------------------------+----------------------------------------------------------------------------------------+
- Description
- -----------
- A pre-parsed relative or absolute path in a scene tree, for use with :ref:`Node.get_node<class_Node_get_node>` and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, ``"Path2D/PathFollow2D/Sprite:texture:size"`` would refer to the size property of the texture resource on the node named "Sprite" which is a child of the other named nodes in the path. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.
- You will usually just pass a string to :ref:`Node.get_node<class_Node_get_node>` and it will be automatically converted, but you may occasionally want to parse a path ahead of time with ``NodePath`` or the literal syntax ``@"path"``. Exporting a ``NodePath`` variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
- A ``NodePath`` is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource.
- Member Function Description
- ---------------------------
- .. _class_NodePath_NodePath:
- - :ref:`NodePath<class_nodepath>` **NodePath** **(** :ref:`String<class_string>` from **)**
- Create a NodePath from a string, e.g. "Path2D/PathFollow2D/Sprite:texture:size". A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, ``"."`` and ``".."`` indicate the current node and its parent.
- .. _class_NodePath_get_as_property_path:
- - :ref:`NodePath<class_nodepath>` **get_as_property_path** **(** **)**
- .. _class_NodePath_get_concatenated_subnames:
- - :ref:`String<class_string>` **get_concatenated_subnames** **(** **)**
- .. _class_NodePath_get_name:
- - :ref:`String<class_string>` **get_name** **(** :ref:`int<class_int>` idx **)**
- Get the node name indicated by ``idx`` (0 to :ref:`get_name_count<class_NodePath_get_name_count>`)
- .. _class_NodePath_get_name_count:
- - :ref:`int<class_int>` **get_name_count** **(** **)**
- Get the number of node names which make up the path.
- .. _class_NodePath_get_subname:
- - :ref:`String<class_string>` **get_subname** **(** :ref:`int<class_int>` idx **)**
- Get the resource name indicated by ``idx`` (0 to :ref:`get_subname_count<class_NodePath_get_subname_count>`)
- .. _class_NodePath_get_subname_count:
- - :ref:`int<class_int>` **get_subname_count** **(** **)**
- Get the number of resource names in the path.
- .. _class_NodePath_is_absolute:
- - :ref:`bool<class_bool>` **is_absolute** **(** **)**
- Return true if the node path is absolute (not relative).
- .. _class_NodePath_is_empty:
- - :ref:`bool<class_bool>` **is_empty** **(** **)**
- Return true if the node path is empty.
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