godot/scene/main/instance_placeholder.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

134 lines
4.5 KiB
C++

/*************************************************************************/
/* instance_placeholder.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "scene/resources/packed_scene.h"
#include "io/resource_loader.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 List<PropSet>::Element *E=stored_values.front();E;E=E->next()) {
if (E->get().name==p_name) {
r_ret=E->get().value;
return true;
}
}
return false;
}
void InstancePlaceholder::_get_property_list( List<PropertyInfo> *p_list) const{
for (const List<PropSet>::Element *E=stored_values.front();E;E=E->next()) {
PropertyInfo pi;
pi.name=E->get().name;
pi.type=E->get().value.get_type();
pi.usage=PROPERTY_USAGE_STORAGE;
p_list->push_back(pi);
}
}
void InstancePlaceholder::set_instance_path(const String& p_name) {
path=p_name;
}
String InstancePlaceholder::get_instance_path() const {
return path;
}
void InstancePlaceholder::replace_by_instance(const Ref<PackedScene> &p_custom_scene){
ERR_FAIL_COND(!is_inside_tree());
Node *base = get_parent();
if (!base)
return;
Ref<PackedScene> ps;
if (p_custom_scene.is_valid())
ps = p_custom_scene;
else
ps = ResourceLoader::load(path,"PackedScene");
if (!ps.is_valid())
return;
Node *scene = ps->instance();
scene->set_name(get_name());
int pos = get_position_in_parent();
for(List<PropSet>::Element *E=stored_values.front();E;E=E->next()) {
scene->set(E->get().name,E->get().value);
}
queue_delete();
base->remove_child(this);
base->add_child(scene);
base->move_child(scene,pos);
}
Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
Dictionary ret;
StringArray order;
for(List<PropSet>::Element *E=stored_values.front();E;E=E->next()) {
ret[E->get().name] = E->get().value;
if (p_with_order)
order.push_back(E->get().name);
};
if (p_with_order)
ret[".order"] = order;
return ret;
};
void InstancePlaceholder::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_stored_values","with_order"),&InstancePlaceholder::get_stored_values,DEFVAL(false));
ObjectTypeDB::bind_method(_MD("replace_by_instance","custom_scene:PackedScene"),&InstancePlaceholder::replace_by_instance,DEFVAL(Variant()));
ObjectTypeDB::bind_method(_MD("get_instance_path"),&InstancePlaceholder::get_instance_path);
}
InstancePlaceholder::InstancePlaceholder() {
}