editor_script.cpp 3.5 KB

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  1. /**************************************************************************/
  2. /* editor_script.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "editor_script.h"
  31. #include "editor/editor_interface.h"
  32. #include "editor/editor_node.h"
  33. #include "scene/main/node.h"
  34. void EditorScript::add_root_node(Node *p_node) {
  35. if (!EditorNode::get_singleton()) {
  36. EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("Write your logic in the _run() method."));
  37. return;
  38. }
  39. if (EditorNode::get_singleton()->get_edited_scene()) {
  40. EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("There is an edited scene already."));
  41. return;
  42. }
  43. //editor->set_edited_scene(p_node);
  44. }
  45. Node *EditorScript::get_scene() const {
  46. if (!EditorNode::get_singleton()) {
  47. EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
  48. return nullptr;
  49. }
  50. return EditorNode::get_singleton()->get_edited_scene();
  51. }
  52. EditorInterface *EditorScript::get_editor_interface() const {
  53. return EditorInterface::get_singleton();
  54. }
  55. void EditorScript::run() {
  56. GDVIRTUAL_REQUIRED_CALL(_run);
  57. }
  58. void EditorScript::_bind_methods() {
  59. ClassDB::bind_method(D_METHOD("add_root_node", "node"), &EditorScript::add_root_node);
  60. ClassDB::bind_method(D_METHOD("get_scene"), &EditorScript::get_scene);
  61. ClassDB::bind_method(D_METHOD("get_editor_interface"), &EditorScript::get_editor_interface);
  62. GDVIRTUAL_BIND(_run);
  63. }