# Copyright 2017 Xored Software, Inc. import godotstrings type GodotNodePath* {.byref.} = object p: pointer proc initGodotNodePath*(dest: var GodotNodePath; s: GodotString) {. importc: "godot_node_path_new".} proc deinit*(self: var GodotNodePath) {. importc: "godot_node_path_destroy".} proc toGodotString*(self: GodotNodePath): GodotString {. importc: "godot_node_path_as_string".} proc isAbsolute*(self: GodotNodePath): bool {. noSideEffect, importc: "godot_node_path_is_absolute".} proc nameCount*(self: GodotNodePath): cint {. noSideEffect, importc: "godot_node_path_get_name_count".} proc getName*(self: GodotNodePath; idx: cint): GodotString {. noSideEffect, importc: "godot_node_path_get_name".} proc subnameCount*(self: GodotNodePath): cint {. noSideEffect, importc: "godot_node_path_get_subname_count".} proc getSubname*(self: GodotNodePath; idx: cint): GodotString {. noSideEffect, importc: "godot_node_path_get_subname".} proc property*(self: GodotNodePath): GodotString {. noSideEffect, importc: "godot_node_path_get_property".} proc isEmpty*(self: GodotNodePath): bool {. noSideEffect, importc: "godot_node_path_is_empty".} proc `==`*(a, b: GodotNodePath): bool {. noSideEffect, importc: "godot_node_path_operator_equal".}