godot/scene/main/missing_node.cpp

99 lines
4.5 KiB
C++

/*************************************************************************/
/* missing_node.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "missing_node.h"
bool MissingNode::_set(const StringName &p_name, const Variant &p_value) {
if (is_recording_properties()) {
properties.insert(p_name, p_value);
return true; //always valid to set (add)
} else {
if (!properties.has(p_name)) {
return false;
}
properties[p_name] = p_value;
return true;
}
}
bool MissingNode::_get(const StringName &p_name, Variant &r_ret) const {
if (!properties.has(p_name)) {
return false;
}
r_ret = properties[p_name];
return true;
}
void MissingNode::_get_property_list(List<PropertyInfo> *p_list) const {
for (OrderedHashMap<StringName, Variant>::ConstElement E = properties.front(); E; E = E.next()) {
p_list->push_back(PropertyInfo(E.value().get_type(), E.key()));
}
}
void MissingNode::set_original_class(const String &p_class) {
original_class = p_class;
}
String MissingNode::get_original_class() const {
return original_class;
}
void MissingNode::set_recording_properties(bool p_enable) {
recording_properties = p_enable;
}
bool MissingNode::is_recording_properties() const {
return recording_properties;
}
TypedArray<String> MissingNode::get_configuration_warnings() const {
// The mere existence of this node is warning.
TypedArray<String> ret;
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));
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."));
return ret;
}
void MissingNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_original_class", "name"), &MissingNode::set_original_class);
ClassDB::bind_method(D_METHOD("get_original_class"), &MissingNode::get_original_class);
ClassDB::bind_method(D_METHOD("set_recording_properties", "enable"), &MissingNode::set_recording_properties);
ClassDB::bind_method(D_METHOD("is_recording_properties"), &MissingNode::is_recording_properties);
// Expose, but not save.
ADD_PROPERTY(PropertyInfo(Variant::STRING, "original_class", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_original_class", "get_original_class");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "recording_properties", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_recording_properties", "is_recording_properties");
}
MissingNode::MissingNode() {
}