mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
96 lines
3.8 KiB
C++
96 lines
3.8 KiB
C++
/*************************************************************************/
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/* prop_2d_data_scene.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "prop_2d_data_scene.h"
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#include "../prop_2d_scene_instance.h"
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#include "prop_2d_data.h"
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Ref<PackedScene> Prop2DDataScene::get_scene() {
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return _scene;
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}
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void Prop2DDataScene::set_scene(const Ref<PackedScene> &value) {
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_scene = value;
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}
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bool Prop2DDataScene::_processor_handles(Node *node) {
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Prop2DSceneInstance *i = Object::cast_to<Prop2DSceneInstance>(node);
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return i;
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}
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void Prop2DDataScene::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry) {
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Prop2DSceneInstance *i = Object::cast_to<Prop2DSceneInstance>(node);
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ERR_FAIL_COND(!i);
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Ref<Prop2DDataScene> l;
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if (entry.is_valid()) {
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l = entry;
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} else {
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l.instance();
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}
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l->set_scene(i->get_scene());
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Prop2DDataEntry::_processor_process(prop_data, node, transform, l);
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}
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Node *Prop2DDataScene::_processor_get_node_for(const Transform2D &transform, Node *node) {
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Prop2DSceneInstance *i = nullptr;
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if (!node) {
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i = memnew(Prop2DSceneInstance);
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} else {
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i = Object::cast_to<Prop2DSceneInstance>(node);
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}
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i->set_scene(get_scene());
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return Prop2DDataEntry::_processor_get_node_for(transform, i);
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}
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Prop2DDataScene::Prop2DDataScene() {
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_snap_to_mesh = true;
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_snap_axis = Vector3(0, 1, 0);
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}
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Prop2DDataScene::~Prop2DDataScene() {
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if (_scene.is_valid())
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_scene.unref();
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}
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void Prop2DDataScene::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_scene"), &Prop2DDataScene::get_scene);
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ClassDB::bind_method(D_METHOD("set_scene", "value"), &Prop2DDataScene::set_scene);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
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}
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