/*************************************************************************/ /* prop_2d_scene_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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 "prop_2d_scene_instance.h" #include "core/config/engine.h" Ref Prop2DSceneInstance::get_scene() { return _scene; } void Prop2DSceneInstance::set_scene(const Ref &data) { if (_scene == data) return; _scene = data; build(); } void Prop2DSceneInstance::build() { if (!is_inside_tree()) { return; } for (int i = 0; i < get_child_count(); ++i) { Node *n = get_child(i); //this way we won't delete the user's nodes if (n->get_owner() == NULL) { n->queue_delete(); } } if (!_scene.is_valid()) return; Node *n = _scene->instance(); add_child(n); //if (Engine::get_singleton()->is_editor_hint()) // n->set_owner(get_tree()->get_edited_scene_root()); } Prop2DSceneInstance::Prop2DSceneInstance() { } Prop2DSceneInstance::~Prop2DSceneInstance() { _scene.unref(); } void Prop2DSceneInstance::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { build(); } } } void Prop2DSceneInstance::_bind_methods() { ClassDB::bind_method(D_METHOD("get_scene"), &Prop2DSceneInstance::get_scene); ClassDB::bind_method(D_METHOD("set_scene", "value"), &Prop2DSceneInstance::set_scene); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene"); ClassDB::bind_method(D_METHOD("build"), &Prop2DSceneInstance::build); }