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	- Simplify and update its logic. - Simplify EditorScript. - Improve EditorNode and other relevant includes. - Fix scene-based path in the movie writer when reloading a scene.
		
			
				
	
	
		
			75 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
	
		
			3.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  editor_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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_script.h"
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#include "editor/editor_interface.h"
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#include "editor/editor_node.h"
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void EditorScript::add_root_node(Node *p_node) {
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	if (!EditorNode::get_singleton()) {
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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 (EditorNode::get_singleton()->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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Node *EditorScript::get_scene() const {
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	if (!EditorNode::get_singleton()) {
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		EditorNode::add_io_error("EditorScript::get_scene: " + TTR("Write your logic in the _run() method."));
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		return nullptr;
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	}
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	return EditorNode::get_singleton()->get_edited_scene();
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}
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EditorInterface *EditorScript::get_editor_interface() const {
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	return EditorInterface::get_singleton();
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}
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void EditorScript::run() {
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	if (!GDVIRTUAL_CALL(_run)) {
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		EditorNode::add_io_error(TTR("Couldn't run editor script, did you forget to override the '_run' method?"));
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	}
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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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	GDVIRTUAL_BIND(_run);
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}
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