Large improvements on scene packing and management

-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
This commit is contained in:
reduz
2015-10-10 09:09:09 -03:00
parent afbb0ca8d7
commit 422929e87f
19 changed files with 2313 additions and 223 deletions

View File

@@ -841,6 +841,20 @@ Node *Node::get_child(int p_index) const {
return data.children[p_index];
}
Node *Node::_get_child_by_name(const StringName& p_name) const {
int cc=data.children.size();
Node* const* cd=data.children.ptr();
for(int i=0;i<cc;i++){
if (cd[i]->data.name==p_name)
return cd[i];
}
return NULL;
}
Node *Node::_get_node(const NodePath& p_path) const {
ERR_FAIL_COND_V( !data.inside_tree && p_path.is_absolute(), NULL );
@@ -906,8 +920,10 @@ Node *Node::_get_node(const NodePath& p_path) const {
Node *Node::get_node(const NodePath& p_path) const {
Node *node = _get_node(p_path);
ERR_EXPLAIN("Node not found: "+p_path);
ERR_FAIL_COND_V(!node,NULL);
if (!node) {
ERR_EXPLAIN("Node not found: "+p_path);
ERR_FAIL_COND_V(!node,NULL);
}
return node;
}
@@ -1332,7 +1348,29 @@ String Node::get_filename() const {
return data.filename;
}
void Node::set_editable_instance(Node* p_node,bool p_editable) {
ERR_FAIL_NULL(p_node);
ERR_FAIL_COND(!is_a_parent_of(p_node));
NodePath p = get_path_to(p_node);
if (!p_editable)
data.editable_instances.erase(p);
else
data.editable_instances[p]=true;
}
bool Node::is_editable_instance(Node *p_node) const {
if (!p_node)
return false; //easier, null is never editable :)
ERR_FAIL_COND_V(!is_a_parent_of(p_node),false);
NodePath p = get_path_to(p_node);
return data.editable_instances.has(p);
}
#if 0
void Node::generate_instance_state() {
@@ -1383,6 +1421,28 @@ Dictionary Node::get_instance_state() const {
return data.instance_state;
}
#endif
void Node::set_scene_instance_state(const Ref<SceneState>& p_state) {
data.instance_state=p_state;
}
Ref<SceneState> Node::get_scene_instance_state() const{
return data.instance_state;
}
void Node::set_scene_inherited_state(const Ref<SceneState>& p_state) {
data.inherited_state=p_state;
}
Ref<SceneState> Node::get_scene_inherited_state() const{
return data.inherited_state;
}
Vector<StringName> Node::get_instance_groups() const {
return data.instance_groups;