godot/scene/main/instance_placeholder.cpp

139 lines
4.5 KiB
C++

/*************************************************************************/
/* instance_placeholder.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "instance_placeholder.h"
#include "core/io/resource_loader.h"
#include "scene/resources/packed_scene.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 {
for (const PropSet &E : stored_values) {
if (E.name == p_name) {
r_ret = E.value;
return true;
}
}
return false;
}
void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {
for (const PropSet &E : stored_values) {
PropertyInfo pi;
pi.name = E.name;
pi.type = E.value.get_type();
pi.usage = PROPERTY_USAGE_STORAGE;
p_list->push_back(pi);
}
}
void InstancePlaceholder::set_instance_path(const String &p_name) {
path = p_name;
}
String InstancePlaceholder::get_instance_path() const {
return path;
}
Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
Node *base = get_parent();
if (!base) {
return nullptr;
}
Ref<PackedScene> ps;
if (p_custom_scene.is_valid()) {
ps = p_custom_scene;
} else {
ps = ResourceLoader::load(path, "PackedScene");
}
if (!ps.is_valid()) {
return nullptr;
}
Node *scene = ps->instantiate();
if (!scene) {
return nullptr;
}
scene->set_name(get_name());
int pos = get_index();
for (const PropSet &E : stored_values) {
scene->set(E.name, E.value);
}
if (p_replace) {
queue_delete();
base->remove_child(this);
}
base->add_child(scene);
base->move_child(scene, pos);
return scene;
}
Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
Dictionary ret;
PackedStringArray order;
for (const PropSet &E : stored_values) {
ret[E.name] = E.value;
if (p_with_order) {
order.push_back(E.name);
}
};
if (p_with_order) {
ret[".order"] = order;
}
return ret;
};
void InstancePlaceholder::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
}
InstancePlaceholder::InstancePlaceholder() {
}