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diff --git a/scene/io/scene_format_object.h b/scene/io/scene_format_object.h
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+/*************************************************************************/
+/* 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