/*************************************************************************/ /* scene_format_object.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef SCENE_FORMAT_OBJECT_H #define SCENE_FORMAT_OBJECT_H #include "scene/main/node.h" #include "scene/io/scene_saver.h" #include "scene/io/scene_loader.h" #include "io/object_saver.h" #include "io/object_loader.h" /** @author Juan Linietsky */ #ifdef OLD_SCENE_FORMAT_ENABLED class SceneFormatSaverObject : public SceneFormatSaver { void save_node(const Node* p_root,const Node* p_node,const Node* p_owner,ObjectFormatSaver *p_saver,String p_base_path,uint32_t p_flags,Map& owner_id) const; public: virtual Error save(const String &p_path,const Node* p_scenezz,uint32_t p_flags=0,const Ref &p_optimizer=Ref()); virtual void get_recognized_extensions(List *p_extensions) const; virtual ~SceneFormatSaverObject() {} }; class SceneFormatLoaderObject : public SceneFormatLoader { struct ConnectionItem { Node *node; NodePath target; StringName method; StringName signal; Vector binds; bool realtime; }; Node* load_node(Object *obj, const Variant& meta, Node *p_root, ObjectFormatLoader *p_loader,List& connections,Error& r_err,bool p_root_scene_hint,Map& owner_map); void _apply_connections(List& connections); void _apply_meta(Node *node, const Variant& meta, ObjectFormatLoader *p_loader,List& connections,Error& r_err,Map& owner_map); public: virtual Ref load_interactive(const String &p_path,bool p_root_scene_hint=false); virtual Node* load(const String &p_path,bool p_save_root_state=false); virtual void get_recognized_extensions(List *p_extensions) const; }; class SceneInteractiveLoaderObject : public SceneInteractiveLoader { OBJ_TYPE(SceneInteractiveLoaderObject,SceneInteractiveLoader); struct ConnectionItem { Node *node; NodePath target; StringName method; StringName signal; Vector binds; bool realtime; }; ObjectFormatLoader *loader; String path; String node_path; String local_path; Error error; bool save_instance_state; List connections; Map owner_map; Node *root; int stage_max; int stage; Node* load_node(Object *obj, const Variant& meta, Node *p_root, ObjectFormatLoader *p_loader,List& connections,Error& r_err,bool p_root_scene_hint,Map& owner_map); void _apply_connections(List& connections); void _apply_meta(Node *node, const Variant& meta, ObjectFormatLoader *p_loader,List& connections,Error& r_err,Map& owner_map); friend class SceneFormatLoaderObject; public: virtual void set_local_path(const String& p_local_path); virtual Node *get_scene(); virtual Error poll(); virtual int get_stage() const; virtual int get_stage_count() const; SceneInteractiveLoaderObject(const String &p_path,bool p_save_root_state=false); }; #endif #endif