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