godot/scene/io/scene_format_object.h
2014-02-09 22:10:30 -03:00

129 lines
5.0 KiB
C++

/*************************************************************************/
/* scene_format_object.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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 SCENE_FORMAT_OBJECT_H
#define SCENE_FORMAT_OBJECT_H
#include "scene/main/node.h"
#include "scene/io/scene_saver.h"
#include "scene/io/scene_loader.h"
#include "io/object_saver.h"
#include "io/object_loader.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#ifdef OLD_SCENE_FORMAT_ENABLED
class SceneFormatSaverObject : public SceneFormatSaver {
void save_node(const Node* p_root,const Node* p_node,const Node* p_owner,ObjectFormatSaver *p_saver,String p_base_path,uint32_t p_flags,Map<const Node*,uint32_t>& owner_id) const;
public:
virtual Error save(const String &p_path,const Node* p_scenezz,uint32_t p_flags=0,const Ref<OptimizedSaver> &p_optimizer=Ref<OptimizedSaver>());
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual ~SceneFormatSaverObject() {}
};
class SceneFormatLoaderObject : public SceneFormatLoader {
struct ConnectionItem {
Node *node;
NodePath target;
StringName method;
StringName signal;
Vector<Variant> binds;
bool realtime;
};
Node* load_node(Object *obj, const Variant& meta, Node *p_root, ObjectFormatLoader *p_loader,List<ConnectionItem>& connections,Error& r_err,bool p_root_scene_hint,Map<uint32_t,Node*>& owner_map);
void _apply_connections(List<ConnectionItem>& connections);
void _apply_meta(Node *node, const Variant& meta, ObjectFormatLoader *p_loader,List<ConnectionItem>& connections,Error& r_err,Map<uint32_t,Node*>& owner_map);
public:
virtual Ref<SceneInteractiveLoader> load_interactive(const String &p_path,bool p_root_scene_hint=false);
virtual Node* load(const String &p_path,bool p_save_root_state=false);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
};
class SceneInteractiveLoaderObject : public SceneInteractiveLoader {
OBJ_TYPE(SceneInteractiveLoaderObject,SceneInteractiveLoader);
struct ConnectionItem {
Node *node;
NodePath target;
StringName method;
StringName signal;
Vector<Variant> binds;
bool realtime;
};
ObjectFormatLoader *loader;
String path;
String node_path;
String local_path;
Error error;
bool save_instance_state;
List<ConnectionItem> connections;
Map<uint32_t,Node*> owner_map;
Node *root;
int stage_max;
int stage;
Node* load_node(Object *obj, const Variant& meta, Node *p_root, ObjectFormatLoader *p_loader,List<ConnectionItem>& connections,Error& r_err,bool p_root_scene_hint,Map<uint32_t,Node*>& owner_map);
void _apply_connections(List<ConnectionItem>& connections);
void _apply_meta(Node *node, const Variant& meta, ObjectFormatLoader *p_loader,List<ConnectionItem>& connections,Error& r_err,Map<uint32_t,Node*>& owner_map);
friend class SceneFormatLoaderObject;
public:
virtual void set_local_path(const String& p_local_path);
virtual Node *get_scene();
virtual Error poll();
virtual int get_stage() const;
virtual int get_stage_count() const;
SceneInteractiveLoaderObject(const String &p_path,bool p_save_root_state=false);
};
#endif
#endif