godot/core/string/node_path.cpp

/**************************************************************************/
/*  node_path.cpp                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "node_path.h"

#include "core/string/print_string.h"

void NodePath::_update_hash_cache() const {}

void NodePath::prepend_period() {}

bool NodePath::is_absolute() const {}

int NodePath::get_name_count() const {}

StringName NodePath::get_name(int p_idx) const {}

int NodePath::get_subname_count() const {}

StringName NodePath::get_subname(int p_idx) const {}

int NodePath::get_total_name_count() const {}

void NodePath::unref() {}

bool NodePath::operator==(const NodePath &p_path) const {}

bool NodePath::operator!=(const NodePath &p_path) const {}

void NodePath::operator=(const NodePath &p_path) {}

operator String()

Vector<StringName> NodePath::get_names() const {}

Vector<StringName> NodePath::get_subnames() const {}

StringName NodePath::get_concatenated_names() const {}

StringName NodePath::get_concatenated_subnames() const {}

NodePath NodePath::slice(int p_begin, int p_end) const {}

NodePath NodePath::rel_path_to(const NodePath &p_np) const {}

NodePath NodePath::get_as_property_path() const {}

bool NodePath::is_empty() const {}

void NodePath::simplify() {}

NodePath NodePath::simplified() const {}

NodePath::NodePath(const Vector<StringName> &p_path, bool p_absolute) {}

NodePath::NodePath(const Vector<StringName> &p_path, const Vector<StringName> &p_subpath, bool p_absolute) {}

NodePath::NodePath(const NodePath &p_path) {}

NodePath::NodePath(const String &p_path) {}

NodePath::~NodePath() {}