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/*************************************************************************/
/*  instance_placeholder.cpp                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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 "instance_placeholder.h"

#include "core/io/resource_loader.h"
#include "scene/resources/packed_scene.h"

bool InstancePlaceholder::_set(const StringName &p_name, const Variant &p_value) {

	PropSet ps;
	ps.name = p_name;
	ps.value = p_value;
	stored_values.push_back(ps);
	return true;
}

bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const {

	for (const List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
		if (E->get().name == p_name) {
			r_ret = E->get().value;
			return true;
		}
	}
	return false;
}

void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {

	for (const List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
		PropertyInfo pi;
		pi.name = E->get().name;
		pi.type = E->get().value.get_type();
		pi.usage = PROPERTY_USAGE_STORAGE;

		p_list->push_back(pi);
	}
}

void InstancePlaceholder::set_instance_path(const String &p_name) {

	path = p_name;
}

String InstancePlaceholder::get_instance_path() const {

	return path;
}

Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {

	ERR_FAIL_COND_V(!is_inside_tree(), NULL);

	Node *base = get_parent();
	if (!base)
		return NULL;

	Ref<PackedScene> ps;
	if (p_custom_scene.is_valid())
		ps = p_custom_scene;
	else
		ps = ResourceLoader::load(path, "PackedScene");

	if (!ps.is_valid())
		return NULL;
	Node *scene = ps->instance();
	if (!scene)
		return NULL;
	scene->set_name(get_name());
	int pos = get_position_in_parent();

	for (List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
		scene->set(E->get().name, E->get().value);
	}

	if (p_replace) {
		queue_delete();
		base->remove_child(this);
	}

	base->add_child(scene);
	base->move_child(scene, pos);

	return scene;
}

Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {

	Dictionary ret;
	PackedStringArray order;

	for (List<PropSet>::Element *E = stored_values.front(); E; E = E->next()) {
		ret[E->get().name] = E->get().value;
		if (p_with_order)
			order.push_back(E->get().name);
	};

	if (p_with_order)
		ret[".order"] = order;

	return ret;
};

void InstancePlaceholder::_bind_methods() {

	ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
	ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
}

InstancePlaceholder::InstancePlaceholder() {
}