/**************************************************************************/ /* 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) { … } bool InstancePlaceholder::_get(const StringName &p_name, Variant &r_ret) const { … } void InstancePlaceholder::_get_property_list(List<PropertyInfo> *p_list) const { … } void InstancePlaceholder::set_instance_path(const String &p_name) { … } String InstancePlaceholder::get_instance_path() const { … } Node *InstancePlaceholder::create_instance(bool p_replace, const Ref<PackedScene> &p_custom_scene) { … } // 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) { … } Node *InstancePlaceholder::try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path) { … } 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() { … } InstancePlaceholder::InstancePlaceholder() { … }