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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/script/editor_script.cpp
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/**************************************************************************/
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/* editor_script.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 "editor_script.h"
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#include "editor/editor_interface.h"
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#include "editor/editor_node.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/scene/editor_scene_tabs.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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void EditorScript::add_root_node(Node *p_node) {
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if (!EditorNode::get_singleton()) {
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EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method."));
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return;
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}
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if (EditorNode::get_singleton()->get_edited_scene()) {
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EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("The current scene already has a root node."));
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return;
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}
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const String &scene_path = p_node->get_scene_file_path();
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if (!scene_path.is_empty()) {
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Ref<PackedScene> scene = ResourceLoader::load(scene_path);
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if (scene.is_valid()) {
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memfree(scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE)); // Ensure node cache.
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p_node->set_scene_inherited_state(scene->get_state());
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p_node->set_scene_file_path(String());
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}
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}
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EditorNode::get_singleton()->set_edited_scene(p_node);
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EditorUndoRedoManager::get_singleton()->set_history_as_unsaved(EditorNode::get_editor_data().get_current_edited_scene_history_id());
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EditorSceneTabs::get_singleton()->update_scene_tabs();
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}
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Node *EditorScript::get_scene() const {
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if (!EditorNode::get_singleton()) {
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EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
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return nullptr;
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}
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return EditorNode::get_singleton()->get_edited_scene();
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}
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EditorInterface *EditorScript::get_editor_interface() const {
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return EditorInterface::get_singleton();
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}
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void EditorScript::run() {
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GDVIRTUAL_CALL(_run);
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}
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void EditorScript::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_root_node", "node"), &EditorScript::add_root_node);
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ClassDB::bind_method(D_METHOD("get_scene"), &EditorScript::get_scene);
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ClassDB::bind_method(D_METHOD("get_editor_interface"), &EditorScript::get_editor_interface);
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GDVIRTUAL_BIND(_run);
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}
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