godot/scene/main/instance_placeholder.cpp
reduz 078a474135 -fixes and more fixes to new scene system, seems stable now..
BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
2015-10-16 19:11:23 -03:00

75 lines
1.5 KiB
C++

#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{
return false;
}
void InstancePlaceholder::_get_property_list( List<PropertyInfo> *p_list) const{
}
void InstancePlaceholder::set_path(const String& p_name) {
path=p_name;
}
String InstancePlaceholder::get_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);
}
void InstancePlaceholder::_bind_methods() {
ObjectTypeDB::bind_method(_MD("replace_by_instance","custom_scene:PackedScene"),&InstancePlaceholder::replace_by_instance,DEFVAL(Variant()));
}
InstancePlaceholder::InstancePlaceholder() {
}