99 lines
4.5 KiB
C++
99 lines
4.5 KiB
C++
/*************************************************************************/
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/* missing_node.cpp */
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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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#include "missing_node.h"
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bool MissingNode::_set(const StringName &p_name, const Variant &p_value) {
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if (is_recording_properties()) {
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properties.insert(p_name, p_value);
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return true; //always valid to set (add)
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} else {
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if (!properties.has(p_name)) {
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return false;
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}
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properties[p_name] = p_value;
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return true;
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}
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}
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bool MissingNode::_get(const StringName &p_name, Variant &r_ret) const {
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if (!properties.has(p_name)) {
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return false;
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}
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r_ret = properties[p_name];
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return true;
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}
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void MissingNode::_get_property_list(List<PropertyInfo> *p_list) const {
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for (const KeyValue<StringName, Variant> &E : properties) {
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p_list->push_back(PropertyInfo(E.value.get_type(), E.key));
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}
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}
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void MissingNode::set_original_class(const String &p_class) {
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original_class = p_class;
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}
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String MissingNode::get_original_class() const {
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return original_class;
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}
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void MissingNode::set_recording_properties(bool p_enable) {
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recording_properties = p_enable;
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}
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bool MissingNode::is_recording_properties() const {
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return recording_properties;
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}
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TypedArray<String> MissingNode::get_configuration_warnings() const {
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// The mere existence of this node is warning.
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TypedArray<String> ret;
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ret.push_back(vformat(RTR("This node was saved as class type '%s', which was no longer available when this scene was loaded."), original_class));
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ret.push_back(RTR("Data from the original node is kept as a placeholder until this type of node is available again. It can hence be safely re-saved without risk of data loss."));
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return ret;
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}
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void MissingNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_original_class", "name"), &MissingNode::set_original_class);
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ClassDB::bind_method(D_METHOD("get_original_class"), &MissingNode::get_original_class);
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ClassDB::bind_method(D_METHOD("set_recording_properties", "enable"), &MissingNode::set_recording_properties);
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ClassDB::bind_method(D_METHOD("is_recording_properties"), &MissingNode::is_recording_properties);
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// Expose, but not save.
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "original_class", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_original_class", "get_original_class");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "recording_properties", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_recording_properties", "is_recording_properties");
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}
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MissingNode::MissingNode() {
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}
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