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/**************************************************************************/
/* missing_node.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
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/**************************************************************************/
# include "missing_node.h"
bool MissingNode : : _set ( const StringName & p_name , const Variant & p_value ) {
if ( is_recording_properties ( ) ) {
properties . insert ( p_name , p_value ) ;
return true ; //always valid to set (add)
} else {
if ( ! properties . has ( p_name ) ) {
return false ;
}
properties [ p_name ] = p_value ;
return true ;
}
}
bool MissingNode : : _get ( const StringName & p_name , Variant & r_ret ) const {
if ( ! properties . has ( p_name ) ) {
return false ;
}
r_ret = properties [ p_name ] ;
return true ;
}
void MissingNode : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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for ( const KeyValue < StringName , Variant > & E : properties ) {
p_list - > push_back ( PropertyInfo ( E . value . get_type ( ) , E . key ) ) ;
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}
}
void MissingNode : : set_original_class ( const String & p_class ) {
original_class = p_class ;
}
String MissingNode : : get_original_class ( ) const {
return original_class ;
}
void MissingNode : : set_recording_properties ( bool p_enable ) {
recording_properties = p_enable ;
}
bool MissingNode : : is_recording_properties ( ) const {
return recording_properties ;
}
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Array MissingNode : : get_configuration_warnings ( ) const {
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// The mere existence of this node is warning.
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Array ret ;
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ret . push_back ( vformat ( RTR ( " This node was saved as class type '%s', which was no longer available when this scene was loaded. " ) , original_class ) ) ;
ret . push_back ( RTR ( " Data from the original node is kept as a placeholder until this type of node is available again. It can hence be safely re-saved without risk of data loss. " ) ) ;
return ret ;
}
void MissingNode : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_original_class " , " name " ) , & MissingNode : : set_original_class ) ;
ClassDB : : bind_method ( D_METHOD ( " get_original_class " ) , & MissingNode : : get_original_class ) ;
ClassDB : : bind_method ( D_METHOD ( " set_recording_properties " , " enable " ) , & MissingNode : : set_recording_properties ) ;
ClassDB : : bind_method ( D_METHOD ( " is_recording_properties " ) , & MissingNode : : is_recording_properties ) ;
// Expose, but not save.
ADD_PROPERTY ( PropertyInfo ( Variant : : STRING , " original_class " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " set_original_class " , " get_original_class " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " recording_properties " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NONE ) , " set_recording_properties " , " is_recording_properties " ) ;
}
MissingNode : : MissingNode ( ) {
}