godot/tools/editor/editor_run_script.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

101 lines
3.6 KiB
C++

/*************************************************************************/
/* editor_run_script.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#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: "+TTR("Write your logic in the _run() method."));
return;
}
if (editor->get_edited_scene()) {
EditorNode::add_io_error("EditorScript::add_root_node: "+TTR("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: "+TTR("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(TTR("Couldn't instance script:")+"\n "+s->get_path()+"\n"+TTR("Did 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(TTR("Couldn't run script:")+"\n "+s->get_path()+"\n"+TTR("Did 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;
}