props_2d/prop_2d_scene_instance.cpp

69 lines
1.4 KiB
C++

#include "prop_2d_scene_instance.h"
#include "core/version.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
#else
#include "core/engine.h"
#endif
Ref<PackedScene> Prop2DSceneInstance::get_scene() {
return _scene;
}
void Prop2DSceneInstance::set_scene(const Ref<PackedScene> &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_free();
}
}
if (!_scene.is_valid())
return;
Node *n = _scene->instantiate();
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);
}