/*************************************************************************/
/*  editor_run_script.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* 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 "editor_run_script.h"

#include "editor/editor_node.h"

void EditorScript::add_root_node(Node *p_node) {
	if (!editor) {
		EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method."));
		return;
	}

	if (editor->get_edited_scene()) {
		EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("There is an edited scene already."));
		return;
	}

	//editor->set_edited_scene(p_node);
}

EditorInterface *EditorScript::get_editor_interface() {
	return EditorInterface::get_singleton();
}

Node *EditorScript::get_scene() {
	if (!editor) {
		EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
		return nullptr;
	}

	return editor->get_edited_scene();
}

void EditorScript::_run() {
	if (!GDVIRTUAL_CALL(_run)) {
		EditorNode::add_io_error(TTR("Couldn't run editor script, did you forget to override the '_run' method?"));
	}
}

void EditorScript::set_editor(EditorNode *p_editor) {
	editor = p_editor;
}

void EditorScript::_bind_methods() {
	ClassDB::bind_method(D_METHOD("add_root_node", "node"), &EditorScript::add_root_node);
	ClassDB::bind_method(D_METHOD("get_scene"), &EditorScript::get_scene);
	ClassDB::bind_method(D_METHOD("get_editor_interface"), &EditorScript::get_editor_interface);
	GDVIRTUAL_BIND(_run);
}

EditorScript::EditorScript() {
	editor = nullptr;
}