pandemonium_engine/modules/props_2d/props/prop_2d_data_scene.cpp

96 lines
3.8 KiB
C++

/*************************************************************************/
/* prop_2d_data_scene.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_data_scene.h"
#include "../prop_2d_scene_instance.h"
#include "prop_2d_data.h"
Ref<PackedScene> Prop2DDataScene::get_scene() {
return _scene;
}
void Prop2DDataScene::set_scene(const Ref<PackedScene> &value) {
_scene = value;
}
bool Prop2DDataScene::_processor_handles(Node *node) {
Prop2DSceneInstance *i = Object::cast_to<Prop2DSceneInstance>(node);
return i;
}
void Prop2DDataScene::_processor_process(Ref<Prop2DData> prop_data, Node *node, const Transform2D &transform, Ref<Prop2DDataEntry> entry) {
Prop2DSceneInstance *i = Object::cast_to<Prop2DSceneInstance>(node);
ERR_FAIL_COND(!i);
Ref<Prop2DDataScene> l;
if (entry.is_valid()) {
l = entry;
} else {
l.instance();
}
l->set_scene(i->get_scene());
Prop2DDataEntry::_processor_process(prop_data, node, transform, l);
}
Node *Prop2DDataScene::_processor_get_node_for(const Transform2D &transform, Node *node) {
Prop2DSceneInstance *i = nullptr;
if (!node) {
i = memnew(Prop2DSceneInstance);
} else {
i = Object::cast_to<Prop2DSceneInstance>(node);
}
i->set_scene(get_scene());
return Prop2DDataEntry::_processor_get_node_for(transform, i);
}
Prop2DDataScene::Prop2DDataScene() {
_snap_to_mesh = true;
_snap_axis = Vector3(0, 1, 0);
}
Prop2DDataScene::~Prop2DDataScene() {
if (_scene.is_valid())
_scene.unref();
}
void Prop2DDataScene::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_scene"), &Prop2DDataScene::get_scene);
ClassDB::bind_method(D_METHOD("set_scene", "value"), &Prop2DDataScene::set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "set_scene", "get_scene");
}