/**************************************************************************/ /* 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. */ /* 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 "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 *p_list) const { for (const KeyValue &E : properties) { p_list->push_back(PropertyInfo(E.value.get_type(), E.key)); } } 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; } PackedStringArray MissingNode::get_configuration_warnings() const { // The mere existence of this node is warning. PackedStringArray ret; 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() { }