virtualx-engine/scene/3d/scenario_fx.cpp
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00

100 lines
4.4 KiB
C++

/*************************************************************************/
/* scenario_fx.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 "scenario_fx.h"
void WorldEnvironment::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_WORLD) {
if (environment.is_valid()) {
if (get_world()->get_environment().is_valid()) {
WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
}
get_world()->set_environment(environment);
add_to_group("_world_environment_" + itos(get_world()->get_scenario().get_id()));
}
} else if (p_what == NOTIFICATION_EXIT_WORLD) {
if (environment.is_valid() && get_world()->get_environment() == environment) {
get_world()->set_environment(Ref<Environment>());
remove_from_group("_world_environment_" + itos(get_world()->get_scenario().get_id()));
}
}
}
void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) {
if (is_inside_world() && environment.is_valid() && get_world()->get_environment() == environment) {
get_world()->set_environment(Ref<Environment>());
remove_from_group("_world_environment_" + itos(get_world()->get_scenario().get_id()));
//clean up
}
environment = p_environment;
if (is_inside_world() && environment.is_valid()) {
if (get_world()->get_environment().is_valid()) {
WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
}
get_world()->set_environment(environment);
add_to_group("_world_environment_" + itos(get_world()->get_scenario().get_id()));
}
update_configuration_warning();
}
Ref<Environment> WorldEnvironment::get_environment() const {
return environment;
}
String WorldEnvironment::get_configuration_warning() const {
if (!is_visible_in_tree() || !is_inside_tree() || !environment.is_valid())
return String();
List<Node *> nodes;
get_tree()->get_nodes_in_group("_world_environment_" + itos(get_world()->get_scenario().get_id()), &nodes);
if (nodes.size() > 1) {
return TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes).");
}
return String();
}
void WorldEnvironment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_environment", "env:Environment"), &WorldEnvironment::set_environment);
ClassDB::bind_method(D_METHOD("get_environment:Environment"), &WorldEnvironment::get_environment);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
}
WorldEnvironment::WorldEnvironment() {
}