2016-06-18 12:46:12 +00:00
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/*************************************************************************/
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/* instance_placeholder.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2016-06-18 12:46:12 +00:00
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2016-06-18 12:46:12 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2015-10-16 22:11:23 +00:00
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#include "instance_placeholder.h"
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2018-09-11 16:13:45 +00:00
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#include "core/io/resource_loader.h"
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2017-03-05 15:44:50 +00:00
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#include "scene/resources/packed_scene.h"
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2015-10-16 22:11:23 +00:00
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2017-03-05 15:44:50 +00:00
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bool InstancePlaceholder::_set(const StringName &p_name, const Variant &p_value) {
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2015-10-16 22:11:23 +00:00
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PropSet ps;
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2017-03-05 15:44:50 +00:00
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ps.name = p_name;
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ps.value = p_value;
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2015-10-16 22:11:23 +00:00
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stored_values.push_back(ps);
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return true;
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}
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2017-03-05 15:44:50 +00:00
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bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const {
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2021-07-16 03:45:57 +00:00
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for (const PropSet &E : stored_values) {
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if (E.name == p_name) {
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r_ret = E.value;
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2016-01-22 22:36:40 +00:00
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return true;
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}
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}
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2015-10-16 22:11:23 +00:00
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return false;
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}
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2018-03-06 01:57:17 +00:00
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2017-03-05 15:44:50 +00:00
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void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {
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2021-07-16 03:45:57 +00:00
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for (const PropSet &E : stored_values) {
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2016-01-22 22:36:40 +00:00
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PropertyInfo pi;
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2021-07-16 03:45:57 +00:00
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pi.name = E.name;
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pi.type = E.value.get_type();
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2017-03-05 15:44:50 +00:00
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pi.usage = PROPERTY_USAGE_STORAGE;
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2015-10-16 22:11:23 +00:00
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2016-01-22 22:36:40 +00:00
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p_list->push_back(pi);
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}
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2015-10-16 22:11:23 +00:00
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}
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2017-03-05 15:44:50 +00:00
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void InstancePlaceholder::set_instance_path(const String &p_name) {
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path = p_name;
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2015-10-16 22:11:23 +00:00
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}
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2015-11-13 23:56:44 +00:00
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String InstancePlaceholder::get_instance_path() const {
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2015-10-16 22:11:23 +00:00
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return path;
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}
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2018-03-06 01:57:17 +00:00
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Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
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2020-04-01 23:20:12 +00:00
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ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
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2015-10-16 22:11:23 +00:00
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Node *base = get_parent();
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2020-05-14 14:41:43 +00:00
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if (!base) {
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2020-04-01 23:20:12 +00:00
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return nullptr;
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2020-05-14 14:41:43 +00:00
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}
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2015-10-16 22:11:23 +00:00
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Ref<PackedScene> ps;
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2020-05-14 14:41:43 +00:00
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if (p_custom_scene.is_valid()) {
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2015-10-16 22:11:23 +00:00
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ps = p_custom_scene;
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2020-05-14 14:41:43 +00:00
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} else {
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2017-03-05 15:44:50 +00:00
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ps = ResourceLoader::load(path, "PackedScene");
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2020-05-14 14:41:43 +00:00
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}
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2015-10-16 22:11:23 +00:00
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2020-05-14 14:41:43 +00:00
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if (!ps.is_valid()) {
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2020-04-01 23:20:12 +00:00
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return nullptr;
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2020-05-14 14:41:43 +00:00
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}
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2021-06-17 22:03:09 +00:00
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Node *scene = ps->instantiate();
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2020-05-14 14:41:43 +00:00
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if (!scene) {
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2020-04-01 23:20:12 +00:00
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return nullptr;
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2020-05-14 14:41:43 +00:00
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}
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2015-10-16 22:11:23 +00:00
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scene->set_name(get_name());
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2020-04-05 23:06:10 +00:00
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int pos = get_index();
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2015-10-16 22:11:23 +00:00
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2021-07-24 13:46:25 +00:00
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for (const PropSet &E : stored_values) {
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2021-07-16 03:45:57 +00:00
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scene->set(E.name, E.value);
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2015-10-16 22:11:23 +00:00
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}
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2018-03-06 01:57:17 +00:00
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if (p_replace) {
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queue_delete();
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base->remove_child(this);
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}
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2015-10-16 22:11:23 +00:00
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base->add_child(scene);
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2017-03-05 15:44:50 +00:00
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base->move_child(scene, pos);
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2018-03-06 01:57:17 +00:00
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return scene;
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}
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2016-11-08 20:40:46 +00:00
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Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
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Dictionary ret;
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2020-02-17 21:06:54 +00:00
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PackedStringArray order;
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2016-11-08 20:40:46 +00:00
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2021-07-24 13:46:25 +00:00
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for (const PropSet &E : stored_values) {
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2021-07-16 03:45:57 +00:00
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ret[E.name] = E.value;
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2020-05-14 14:41:43 +00:00
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if (p_with_order) {
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2021-07-16 03:45:57 +00:00
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order.push_back(E.name);
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2020-05-14 14:41:43 +00:00
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}
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2016-11-08 20:40:46 +00:00
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};
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2020-05-14 14:41:43 +00:00
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if (p_with_order) {
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2016-11-08 20:40:46 +00:00
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ret[".order"] = order;
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2020-05-14 14:41:43 +00:00
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}
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2016-11-08 20:40:46 +00:00
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return ret;
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};
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2015-10-16 22:11:23 +00:00
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void InstancePlaceholder::_bind_methods() {
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
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2018-03-06 01:57:17 +00:00
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ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
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2017-03-05 15:44:50 +00:00
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ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
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2015-10-16 22:11:23 +00:00
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}
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InstancePlaceholder::InstancePlaceholder() {
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}
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