/*************************************************************************/ /* 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_node.h" #include "core/object/class_db.h" #include "core/error/error_macros.h" #include "core/object/script_language.h" #include "core/string/ustring.h" #include "core/variant/variant.h" #include "editor/editor_plugin.h" class Node; 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() { Ref