2016-06-18 14:46:12 +02:00
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/**************************************************************************/
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2023-04-12 21:02:28 +02:00
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/* editor_script.cpp */
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2016-06-18 14:46:12 +02:00
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2018-01-05 00:50:27 +01:00
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2023-04-12 21:02:28 +02:00
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#include "editor_script.h"
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2014-02-21 03:01:44 +01:00
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2023-04-05 17:14:46 +02:00
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#include "editor/editor_interface.h"
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2022-02-12 02:46:22 +01:00
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#include "editor/editor_node.h"
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2023-09-06 21:02:52 +02:00
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#include "scene/main/node.h"
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2014-02-21 03:01:44 +01:00
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void EditorScript::add_root_node(Node *p_node) {
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2023-04-12 21:02:28 +02:00
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if (!EditorNode::get_singleton()) {
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2016-05-19 00:08:12 +02:00
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EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method."));
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2014-02-21 03:01:44 +01:00
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return;
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}
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2023-04-12 21:02:28 +02:00
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if (EditorNode::get_singleton()->get_edited_scene()) {
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2016-05-19 00:08:12 +02:00
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EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("There is an edited scene already."));
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2014-02-21 03:01:44 +01:00
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return;
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}
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2017-01-14 12:26:56 +01:00
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//editor->set_edited_scene(p_node);
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2014-02-21 03:01:44 +01:00
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}
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2023-04-12 21:02:28 +02:00
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Node *EditorScript::get_scene() const {
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if (!EditorNode::get_singleton()) {
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2016-05-19 00:08:12 +02:00
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EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
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2020-04-02 01:20:12 +02:00
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return nullptr;
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2014-02-21 03:01:44 +01:00
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}
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2023-04-12 21:02:28 +02:00
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return EditorNode::get_singleton()->get_edited_scene();
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}
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EditorInterface *EditorScript::get_editor_interface() const {
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return EditorInterface::get_singleton();
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2014-02-21 03:01:44 +01:00
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}
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2023-04-12 21:02:28 +02:00
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void EditorScript::run() {
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2023-12-14 20:22:40 +01:00
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GDVIRTUAL_REQUIRED_CALL(_run);
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2014-02-21 03:01:44 +01:00
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}
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void EditorScript::_bind_methods() {
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2017-08-09 13:19:41 +02:00
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ClassDB::bind_method(D_METHOD("add_root_node", "node"), &EditorScript::add_root_node);
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ClassDB::bind_method(D_METHOD("get_scene"), &EditorScript::get_scene);
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2017-08-26 15:32:15 +02:00
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ClassDB::bind_method(D_METHOD("get_editor_interface"), &EditorScript::get_editor_interface);
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2014-02-21 03:01:44 +01:00
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2023-04-12 21:02:28 +02:00
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GDVIRTUAL_BIND(_run);
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2014-02-21 03:01:44 +01:00
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}
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