godot/tools/editor/editor_run_script.cpp

73 lines
1.5 KiB
C++

#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 : Write your logic in the _run() method.");
return;
}
if (editor->get_edited_scene()) {
EditorNode::add_io_error("EditorScript::add_root_node : There is an edited scene already.");
return;
}
// editor->set_edited_scene(p_node);
}
Node *EditorScript::get_scene() {
if (!editor) {
EditorNode::add_io_error("EditorScript::get_scene : Write your logic in the _run() method.");
return NULL;
}
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("Couldn't instance script:\n "+s->get_path()+"\nDid you forget the 'tool' keyword?");
return;
}
Variant::CallError ce;
ce.error=Variant::CallError::CALL_OK;
get_script_instance()->call("_run",NULL,0,ce);
if (ce.error!=Variant::CallError::CALL_OK) {
EditorNode::add_io_error("Couldn't run script:\n "+s->get_path()+"\nDid you forget the '_run' method?");
}
}
void EditorScript::set_editor(EditorNode *p_editor) {
editor=p_editor;
}
void EditorScript::_bind_methods() {
ObjectTypeDB::bind_method(_MD("add_root_node","node"),&EditorScript::add_root_node);
ObjectTypeDB::bind_method(_MD("get_scene"),&EditorScript::get_scene);
BIND_VMETHOD( MethodInfo("_run") );
}
EditorScript::EditorScript() {
editor=NULL;
}