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Improve documentation for NodePath and StringName
- Update the NodePath shorthand prefix for `master`. - Document the StringName construction shorthand (`&"example"`). - Cross-link between NodePath and StringName, as these are related concepts.
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</brief_description>
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<description>
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A pre-parsed relative or absolute path in a scene tree, for use with [method 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, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/code] which is a child of the other named nodes in the path.
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You will usually just pass a string to [method 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 [code]@"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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You will usually just pass a string to [method 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 [code]^"path"[/code]. Exporting a [NodePath] variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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A [NodePath] is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
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Some examples of NodePaths include the following:
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[codeblock]
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# No leading slash means it is relative to the current node.
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@"A" # Immediate child A
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@"A/B" # A's child B
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@"." # The current node.
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@".." # The parent node.
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@"../C" # A sibling node C.
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^"A" # Immediate child A
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^"A/B" # A's child B
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^"." # The current node.
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^".." # The parent node.
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^"../C" # A sibling node C.
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# A leading slash means it is absolute from the SceneTree.
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@"/root" # Equivalent to get_tree().get_root().
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@"/root/Main" # If your main scene's root node were named "Main".
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@"/root/MyAutoload" # If you have an autoloaded node or scene.
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^"/root" # Equivalent to get_tree().get_root().
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^"/root/Main" # If your main scene's root node were named "Main".
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^"/root/MyAutoload" # If you have an autoloaded node or scene.
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[/codeblock]
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See also [StringName], which is a similar concept for general-purpose string interning.
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[b]Note:[/b] In the editor, [NodePath] properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
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</description>
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<tutorials>
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<return type="NodePath" />
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<argument index="0" name="from" type="NodePath" />
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<description>
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Constructs a [NodePath] as a copy of the given [NodePath].
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Constructs a [NodePath] as a copy of the given [NodePath]. [code]NodePath("example")[/code] is equivalent to [code]^"example"[/code].
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</description>
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</constructor>
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<constructor name="NodePath">
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An optimized string type for unique names.
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</brief_description>
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<description>
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[StringName]s are immutable strings designed for general-purpose representation of unique names. [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings.
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[StringName]s are immutable strings designed for general-purpose representation of unique names (also called "string interning"). [StringName] ensures that only one instance of a given name exists (so two [StringName]s with the same value are the same object). Comparing them is much faster than with regular [String]s, because only the pointers are compared, not the whole strings.
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You will usually just pass a [String] to methods expecting a [StringName] and it will be automatically converted, but you may occasionally want to construct a [StringName] ahead of time with [StringName] or the literal syntax [code]&"example"[/code].
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See also [NodePath], which is a similar concept specifically designed to store pre-parsed node paths.
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</description>
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<tutorials>
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</tutorials>
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<return type="StringName" />
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<argument index="0" name="from" type="String" />
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<description>
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Creates a new [StringName] from the given [String].
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Creates a new [StringName] from the given [String]. [code]StringName("example")[/code] is equivalent to [code]&"example"[/code].
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</description>
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</constructor>
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</constructors>
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