/**************************************************************************/ /* instance_placeholder.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef INSTANCE_PLACEHOLDER_H #define INSTANCE_PLACEHOLDER_H #include "scene/main/node.h" class PackedScene; class InstancePlaceholder : public Node { GDCLASS(InstancePlaceholder, Node); String path; struct PropSet { StringName name; Variant value; }; List stored_values; private: void set_value_on_instance(InstancePlaceholder *p_placeholder, Node *p_instance, const PropSet &p_set); Node *try_get_node(InstancePlaceholder *p_placeholder, Node *p_instance, const NodePath &p_path); protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: void set_instance_path(const String &p_name); String get_instance_path() const; Dictionary get_stored_values(bool p_with_order = false); Node *create_instance(bool p_replace = false, const Ref &p_custom_scene = Ref()); InstancePlaceholder(); }; #endif // INSTANCE_PLACEHOLDER_H