/**************************************************************************/ /* editor_script.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 "editor_script.h" #include "editor/editor_interface.h" #include "editor/editor_node.h" #include "editor/editor_undo_redo_manager.h" #include "editor/gui/editor_scene_tabs.h" #include "scene/main/node.h" #include "scene/resources/packed_scene.h" void EditorScript::add_root_node(Node *p_node) { if (!EditorNode::get_singleton()) { EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method.")); return; } if (EditorNode::get_singleton()->get_edited_scene()) { EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("The current scene already has a root node.")); return; } const String &scene_path = p_node->get_scene_file_path(); if (!scene_path.is_empty()) { Ref scene = ResourceLoader::load(scene_path); if (scene.is_valid()) { memfree(scene->instantiate(PackedScene::GEN_EDIT_STATE_INSTANCE)); // Ensure node cache. p_node->set_scene_inherited_state(scene->get_state()); p_node->set_scene_file_path(String()); } } EditorNode::get_singleton()->set_edited_scene(p_node); EditorUndoRedoManager::get_singleton()->set_history_as_unsaved(EditorNode::get_editor_data().get_current_edited_scene_history_id()); EditorSceneTabs::get_singleton()->update_scene_tabs(); } Node *EditorScript::get_scene() const { if (!EditorNode::get_singleton()) { EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method.")); return nullptr; } return EditorNode::get_singleton()->get_edited_scene(); } EditorInterface *EditorScript::get_editor_interface() const { return EditorInterface::get_singleton(); } void EditorScript::run() { GDVIRTUAL_CALL(_run); } void EditorScript::_bind_methods() { ClassDB::bind_method(D_METHOD("add_root_node", "node"), &EditorScript::add_root_node); ClassDB::bind_method(D_METHOD("get_scene"), &EditorScript::get_scene); ClassDB::bind_method(D_METHOD("get_editor_interface"), &EditorScript::get_editor_interface); GDVIRTUAL_BIND(_run); }