godot/scene/main/instance_placeholder.cpp

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/**************************************************************************/
/* instance_placeholder.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "instance_placeholder.h"
#include "core/io/resource_loader.h"
#include "scene/resources/packed_scene.h"
bool InstancePlaceholder::_set(const StringName &p_name, const Variant &p_value) {
PropSet ps;
ps.name = p_name;
ps.value = p_value;
stored_values.push_back(ps);
return true;
}
bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const {
for (const PropSet &E : stored_values) {
if (E.name == p_name) {
r_ret = E.value;
return true;
}
}
return false;
}
void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {
for (const PropSet &E : stored_values) {
PropertyInfo pi;
pi.name = E.name;
pi.type = E.value.get_type();
pi.usage = PROPERTY_USAGE_STORAGE;
p_list->push_back(pi);
}
}
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void InstancePlaceholder::set_instance_path(const String &p_name) {
path = p_name;
}
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String InstancePlaceholder::get_instance_path() const {
return path;
}
Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
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ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
Node *base = get_parent();
if (!base) {
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return nullptr;
}
Ref<PackedScene> ps;
if (p_custom_scene.is_valid()) {
ps = p_custom_scene;
} else {
ps = ResourceLoader::load(path, "PackedScene");
}
if (!ps.is_valid()) {
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return nullptr;
}
Node *instance = ps->instantiate();
if (!instance) {
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return nullptr;
}
instance->set_name(get_name());
instance->set_multiplayer_authority(get_multiplayer_authority());
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int pos = get_index();
for (const PropSet &E : stored_values) {
set_value_on_instance(this, instance, E);
}
if (p_replace) {
queue_free();
base->remove_child(this);
}
base->add_child(instance);
base->move_child(instance, pos);
return instance;
}
// This method will attempt to set the correct values on the placeholder instance
// for regular types this is trivial and unnecessary.
// For nodes however this becomes a bit tricky because they might now have existed until the instantiation,
// so this method will try to find the correct nodes and resolve them.
void InstancePlaceholder::set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set) {
bool is_valid;
// If we don't have any info, we can't do anything,
// so try setting the value directly.
Variant current = p_instance->get(p_set.name, &is_valid);
if (!is_valid) {
p_instance->set(p_set.name, p_set.value, &is_valid);
return;
}
Variant::Type current_type = current.get_type();
Variant::Type placeholder_type = p_set.value.get_type();
// Arrays are a special case, because their containing type might be different.
if (current_type != Variant::Type::ARRAY) {
// Check if the variant types match.
if (Variant::evaluate(Variant::OP_EQUAL, current_type, placeholder_type)) {
p_instance->set(p_set.name, p_set.value, &is_valid);
if (is_valid) {
return;
}
// Types match but setting failed? This is strange, so let's print a warning!
WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
return;
}
} else {
// We are dealing with an Array.
// Let's check if the subtype of the array matches first.
// This is needed because the set method of ScriptInstance checks for type,
// but the ClassDB set method doesn't! So we cannot reliably know what actually happens.
Array current_array = current;
Array placeholder_array = p_set.value;
if (current_array.is_same_typed(placeholder_array)) {
p_instance->set(p_set.name, p_set.value, &is_valid);
if (is_valid) {
return;
}
// Internal array types match but setting failed? This is strange, so let's print a warning!
WARN_PRINT(vformat("Array Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(Variant::Type(current_array.get_typed_builtin())), p_placeholder->get_name()));
}
// Arrays are not the same internal type. This should be happening because we have a NodePath Array,
// but the instance wants a Node Array.
}
switch (current_type) {
case Variant::Type::NIL: {
Ref<Resource> resource = p_set.value;
if (placeholder_type != Variant::Type::NODE_PATH && !resource.is_valid()) {
break;
}
// If it's nil but we have a NodePath or a Resource, we guess what works.
p_instance->set(p_set.name, p_set.value, &is_valid);
if (is_valid) {
break;
}
p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value), &is_valid);
break;
}
case Variant::Type::OBJECT: {
if (placeholder_type != Variant::Type::NODE_PATH) {
break;
}
// Easiest case, we want a node, but we have a deferred NodePath.
p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value));
break;
}
case Variant::Type::ARRAY: {
// If we have reached here it means our array types don't match,
// so we will convert the placeholder array into the correct type
// and resolve nodes if necessary.
Array current_array = current;
Array converted_array;
Array placeholder_array = p_set.value;
converted_array = current_array.duplicate();
converted_array.resize(placeholder_array.size());
if (Variant::evaluate(Variant::OP_EQUAL, current_array.get_typed_builtin(), Variant::Type::NODE_PATH)) {
// We want a typed NodePath array.
for (int i = 0; i < placeholder_array.size(); i++) {
converted_array.set(i, placeholder_array[i]);
}
} else {
// We want Nodes, convert NodePaths.
for (int i = 0; i < placeholder_array.size(); i++) {
converted_array.set(i, try_get_node(p_placeholder, p_instance, placeholder_array[i]));
}
}
p_instance->set(p_set.name, converted_array, &is_valid);
if (!is_valid) {
WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
}
break;
}
default: {
WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
break;
}
}
}
Node *InstancePlaceholder::try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path) {
// First try to resolve internally,
// if that fails try resolving externally.
Node *node = p_instance->get_node_or_null(p_path);
if (node == nullptr) {
node = p_placeholder->get_node_or_null(p_path);
}
return node;
}
Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
Dictionary ret;
PackedStringArray order;
for (const PropSet &E : stored_values) {
ret[E.name] = E.value;
if (p_with_order) {
order.push_back(E.name);
}
};
if (p_with_order) {
ret[".order"] = order;
}
return ret;
};
void InstancePlaceholder::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
}
InstancePlaceholder::InstancePlaceholder() {
}