godot/editor/editor_run_script.cpp

92 lines
3.9 KiB
C++

/*************************************************************************/
/* editor_run_script.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "editor_run_script.h"
#include "editor_node.h"
void EditorScript::add_root_node(Node *p_node) {
if (!editor) {
EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method."));
return;
}
if (editor->get_edited_scene()) {
EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("There is an edited scene already."));
return;
}
//editor->set_edited_scene(p_node);
}
EditorInterface *EditorScript::get_editor_interface() {
return EditorInterface::get_singleton();
}
Node *EditorScript::get_scene() {
if (!editor) {
EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
return nullptr;
}
return editor->get_edited_scene();
}
void EditorScript::_run() {
Ref<Script> s = get_script();
ERR_FAIL_COND(!s.is_valid());
if (!get_script_instance()) {
EditorNode::add_io_error(TTR("Couldn't instance script:") + "\n " + s->get_path() + "\n" + TTR("Did you forget the 'tool' keyword?"));
return;
}
Variant::CallError ce;
ce.error = Variant::CallError::CALL_OK;
get_script_instance()->call("_run", nullptr, 0, ce);
if (ce.error != Variant::CallError::CALL_OK) {
EditorNode::add_io_error(TTR("Couldn't run script:") + "\n " + s->get_path() + "\n" + TTR("Did you forget the '_run' method?"));
}
}
void EditorScript::set_editor(EditorNode *p_editor) {
editor = p_editor;
}
void EditorScript::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_root_node", "node"), &EditorScript::add_root_node);
ClassDB::bind_method(D_METHOD("get_scene"), &EditorScript::get_scene);
ClassDB::bind_method(D_METHOD("get_editor_interface"), &EditorScript::get_editor_interface);
BIND_VMETHOD(MethodInfo("_run"));
}
EditorScript::EditorScript() {
editor = nullptr;
}