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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
100 lines
3.9 KiB
C++
100 lines
3.9 KiB
C++
/*************************************************************************/
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/* editor_run_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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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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_run_script.h"
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#include "editor_node.h"
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void EditorScript::add_root_node(Node *p_node) {
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if (!editor) {
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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 (editor->get_edited_scene()) {
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EditorNode::add_io_error("EditorScript::add_root_node: " + TTR("There is an edited scene already."));
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return;
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}
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//editor->set_edited_scene(p_node);
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}
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EditorInterface *EditorScript::get_editor_interface() {
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return EditorInterface::get_singleton();
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}
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Node *EditorScript::get_scene() {
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if (!editor) {
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EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
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return NULL;
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}
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return editor->get_edited_scene();
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}
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void EditorScript::_run() {
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Ref<Script> s = get_script();
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ERR_FAIL_COND(!s.is_valid());
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if (!get_script_instance()) {
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EditorNode::add_io_error(TTR("Couldn't instance script:") + "\n " + s->get_path() + "\n" + TTR("Did you forget the 'tool' keyword?"));
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return;
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}
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Variant::CallError ce;
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ce.error = Variant::CallError::CALL_OK;
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get_script_instance()->call("_run", NULL, 0, ce);
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if (ce.error != Variant::CallError::CALL_OK) {
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EditorNode::add_io_error(TTR("Couldn't run script:") + "\n " + s->get_path() + "\n" + TTR("Did you forget the '_run' method?"));
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}
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}
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void EditorScript::set_editor(EditorNode *p_editor) {
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editor = p_editor;
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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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BIND_VMETHOD(MethodInfo("_run"));
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}
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EditorScript::EditorScript() {
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editor = NULL;
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}
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