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- /**************************************************************************/
- /* instance_placeholder.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 "instance_placeholder.h"
- #include "core/io/resource_loader.h"
- #include "scene/resources/packed_scene.h"
- bool InstancePlaceholder::_set(const StringName &p_name, const Variant &p_value) {
- PropSet ps;
- ps.name = p_name;
- ps.value = p_value;
- stored_values.push_back(ps);
- return true;
- }
- bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const {
- for (const PropSet &E : stored_values) {
- if (E.name == p_name) {
- r_ret = E.value;
- return true;
- }
- }
- return false;
- }
- void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const {
- for (const PropSet &E : stored_values) {
- PropertyInfo pi;
- pi.name = E.name;
- pi.type = E.value.get_type();
- pi.usage = PROPERTY_USAGE_STORAGE;
- p_list->push_back(pi);
- }
- }
- void InstancePlaceholder::set_instance_path(const String &p_name) {
- path = p_name;
- }
- String InstancePlaceholder::get_instance_path() const {
- return path;
- }
- Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) {
- ERR_FAIL_COND_V(!is_inside_tree(), nullptr);
- Node *base = get_parent();
- if (!base) {
- return nullptr;
- }
- Ref<PackedScene> ps;
- if (p_custom_scene.is_valid()) {
- ps = p_custom_scene;
- } else {
- ps = ResourceLoader::load(path, "PackedScene");
- }
- if (!ps.is_valid()) {
- return nullptr;
- }
- Node *instance = ps->instantiate();
- if (!instance) {
- return nullptr;
- }
- instance->set_name(get_name());
- instance->set_multiplayer_authority(get_multiplayer_authority());
- int pos = get_index();
- for (const PropSet &E : stored_values) {
- set_value_on_instance(this, instance, E);
- }
- if (p_replace) {
- queue_free();
- base->remove_child(this);
- }
- base->add_child(instance);
- base->move_child(instance, pos);
- return instance;
- }
- // This method will attempt to set the correct values on the placeholder instance
- // for regular types this is trivial and unnecessary.
- // For nodes however this becomes a bit tricky because they might now have existed until the instantiation,
- // so this method will try to find the correct nodes and resolve them.
- void InstancePlaceholder::set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set) {
- bool is_valid;
- // If we don't have any info, we can't do anything,
- // so try setting the value directly.
- Variant current = p_instance->get(p_set.name, &is_valid);
- if (!is_valid) {
- p_instance->set(p_set.name, p_set.value, &is_valid);
- return;
- }
- Variant::Type current_type = current.get_type();
- Variant::Type placeholder_type = p_set.value.get_type();
- // Arrays are a special case, because their containing type might be different.
- if (current_type != Variant::Type::ARRAY) {
- // Check if the variant types match.
- if (Variant::evaluate(Variant::OP_EQUAL, current_type, placeholder_type)) {
- p_instance->set(p_set.name, p_set.value, &is_valid);
- if (is_valid) {
- return;
- }
- // Types match but setting failed? This is strange, so let's print a warning!
- WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
- return;
- }
- } else {
- // We are dealing with an Array.
- // Let's check if the subtype of the array matches first.
- // This is needed because the set method of ScriptInstance checks for type,
- // but the ClassDB set method doesn't! So we cannot reliably know what actually happens.
- Array current_array = current;
- Array placeholder_array = p_set.value;
- if (current_array.is_same_typed(placeholder_array)) {
- p_instance->set(p_set.name, p_set.value, &is_valid);
- if (is_valid) {
- return;
- }
- // Internal array types match but setting failed? This is strange, so let's print a warning!
- WARN_PRINT(vformat("Array Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(Variant::Type(current_array.get_typed_builtin())), p_placeholder->get_name()));
- }
- // Arrays are not the same internal type. This should be happening because we have a NodePath Array,
- // but the instance wants a Node Array.
- }
- switch (current_type) {
- case Variant::Type::NIL: {
- Ref<Resource> resource = p_set.value;
- if (placeholder_type != Variant::Type::NODE_PATH && !resource.is_valid()) {
- break;
- }
- // If it's nil but we have a NodePath or a Resource, we guess what works.
- p_instance->set(p_set.name, p_set.value, &is_valid);
- if (is_valid) {
- break;
- }
- p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value), &is_valid);
- break;
- }
- case Variant::Type::OBJECT: {
- if (placeholder_type != Variant::Type::NODE_PATH) {
- break;
- }
- // Easiest case, we want a node, but we have a deferred NodePath.
- p_instance->set(p_set.name, try_get_node(p_placeholder, p_instance, p_set.value));
- break;
- }
- case Variant::Type::ARRAY: {
- // If we have reached here it means our array types don't match,
- // so we will convert the placeholder array into the correct type
- // and resolve nodes if necessary.
- Array current_array = current;
- Array converted_array;
- Array placeholder_array = p_set.value;
- converted_array = current_array.duplicate();
- converted_array.resize(placeholder_array.size());
- if (Variant::evaluate(Variant::OP_EQUAL, current_array.get_typed_builtin(), Variant::Type::NODE_PATH)) {
- // We want a typed NodePath array.
- for (int i = 0; i < placeholder_array.size(); i++) {
- converted_array.set(i, placeholder_array[i]);
- }
- } else {
- // We want Nodes, convert NodePaths.
- for (int i = 0; i < placeholder_array.size(); i++) {
- converted_array.set(i, try_get_node(p_placeholder, p_instance, placeholder_array[i]));
- }
- }
- p_instance->set(p_set.name, converted_array, &is_valid);
- if (!is_valid) {
- WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
- }
- break;
- }
- default: {
- WARN_PRINT(vformat("Property '%s' with type '%s' could not be set when creating instance of '%s'.", p_set.name, Variant::get_type_name(current_type), p_placeholder->get_name()));
- break;
- }
- }
- }
- Node *InstancePlaceholder::try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path) {
- // First try to resolve internally,
- // if that fails try resolving externally.
- Node *node = p_instance->get_node_or_null(p_path);
- if (node == nullptr) {
- node = p_placeholder->get_node_or_null(p_path);
- }
- return node;
- }
- Dictionary InstancePlaceholder::get_stored_values(bool p_with_order) {
- Dictionary ret;
- PackedStringArray order;
- for (const PropSet &E : stored_values) {
- ret[E.name] = E.value;
- if (p_with_order) {
- order.push_back(E.name);
- }
- };
- if (p_with_order) {
- ret[".order"] = order;
- }
- return ret;
- }
- void InstancePlaceholder::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_stored_values", "with_order"), &InstancePlaceholder::get_stored_values, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("create_instance", "replace", "custom_scene"), &InstancePlaceholder::create_instance, DEFVAL(false), DEFVAL(Variant()));
- ClassDB::bind_method(D_METHOD("get_instance_path"), &InstancePlaceholder::get_instance_path);
- }
- InstancePlaceholder::InstancePlaceholder() {
- }
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