255 lines
9.3 KiB
C++
255 lines
9.3 KiB
C++
/**************************************************************************/
|
|
/* 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);
|
|
}
|
|
}
|
|
|
|
void InstancePlaceholder::set_instance_path(const String &p_name) {
|
|
path = p_name;
|
|
}
|
|
|
|
String InstancePlaceholder::get_instance_path() const {
|
|
return path;
|
|
}
|
|
|
|
Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
|
|
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
|
|
|
|
Node *base = get_parent();
|
|
if (!base) {
|
|
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()) {
|
|
return nullptr;
|
|
}
|
|
Node *instance = ps->instantiate();
|
|
if (!instance) {
|
|
return nullptr;
|
|
}
|
|
instance->set_name(get_name());
|
|
instance->set_multiplayer_authority(get_multiplayer_authority());
|
|
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:
|
|
if (placeholder_type != Variant::Type::NODE_PATH) {
|
|
break;
|
|
}
|
|
// If it's nil but we have a NodePath, 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() {
|
|
}
|