12474fd87a
* Add a button to add properties (which lets you select node and property) * Add ability to drag properties and drop them to the editor. * Made the editor transient (not always visible on the bottom) since its not needed most of the time. * Added the ability to pin the editor, in case dragging properties from other nodes is desired.
92 lines
3.7 KiB
C++
92 lines
3.7 KiB
C++
/*************************************************************************/
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/* scene_replication_config.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef SCENE_REPLICATION_CONFIG_H
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#define SCENE_REPLICATION_CONFIG_H
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#include "core/io/resource.h"
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#include "core/variant/typed_array.h"
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class SceneReplicationConfig : public Resource {
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GDCLASS(SceneReplicationConfig, Resource);
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OBJ_SAVE_TYPE(SceneReplicationConfig);
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RES_BASE_EXTENSION("repl");
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private:
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struct ReplicationProperty {
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NodePath name;
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bool spawn = true;
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bool sync = true;
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bool operator==(const ReplicationProperty &p_to) {
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return name == p_to.name;
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}
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ReplicationProperty() {}
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ReplicationProperty(const NodePath &p_name) {
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name = p_name;
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}
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};
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List<ReplicationProperty> properties;
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List<NodePath> spawn_props;
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List<NodePath> sync_props;
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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TypedArray<NodePath> get_properties() const;
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void add_property(const NodePath &p_path, int p_index = -1);
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void remove_property(const NodePath &p_path);
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bool has_property(const NodePath &p_path) const;
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int property_get_index(const NodePath &p_path) const;
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bool property_get_spawn(const NodePath &p_path);
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void property_set_spawn(const NodePath &p_path, bool p_enabled);
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bool property_get_sync(const NodePath &p_path);
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void property_set_sync(const NodePath &p_path, bool p_enabled);
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const List<NodePath> &get_spawn_properties() { return spawn_props; }
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const List<NodePath> &get_sync_properties() { return sync_props; }
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SceneReplicationConfig() {}
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};
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#endif // SCENE_REPLICATION_CONFIG_H
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