b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
138 lines
4.8 KiB
C++
138 lines
4.8 KiB
C++
/*************************************************************************/
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/* instance_placeholder.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "instance_placeholder.h"
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#include "core/io/resource_loader.h"
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#include "scene/resources/packed_scene.h"
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bool InstancePlaceholder::_set(const StringName &p_name, const Variant &p_value) {
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PropSet ps;
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ps.name = p_name;
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ps.value = p_value;
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stored_values.push_back(ps);
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return true;
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}
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bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const {
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for (const List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
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if (E->get().name == p_name) {
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r_ret = E->get().value;
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return true;
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}
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}
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return false;
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}
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void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {
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for (const List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
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PropertyInfo pi;
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pi.name = E->get().name;
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pi.type = E->get().value.get_type();
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pi.usage = PROPERTY_USAGE_STORAGE;
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p_list->push_back(pi);
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}
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}
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void InstancePlaceholder::set_instance_path(const String &p_name) {
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path = p_name;
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}
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String InstancePlaceholder::get_instance_path() const {
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return path;
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}
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Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
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ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
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Node *base = get_parent();
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if (!base) {
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return nullptr;
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}
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Ref<PackedScene> ps;
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if (p_custom_scene.is_valid()) {
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ps = p_custom_scene;
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} else {
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ps = ResourceLoader::load(path, "PackedScene");
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}
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if (!ps.is_valid()) {
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return nullptr;
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}
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Node *scene = ps->instance();
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if (!scene) {
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return nullptr;
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}
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scene->set_name(get_name());
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int pos = get_index();
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for (List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
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scene->set(E->get().name, E->get().value);
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}
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if (p_replace) {
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queue_delete();
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base->remove_child(this);
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}
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base->add_child(scene);
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base->move_child(scene, pos);
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return scene;
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}
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Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
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Dictionary ret;
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PackedStringArray order;
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for (List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
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ret[E->get().name] = E->get().value;
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if (p_with_order) {
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order.push_back(E->get().name);
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}
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};
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if (p_with_order) {
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ret[".order"] = order;
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}
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return ret;
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};
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void InstancePlaceholder::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
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ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
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}
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InstancePlaceholder::InstancePlaceholder() {
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}
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