godot/scene/main/scene_tree.h

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/**************************************************************************/
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/* scene_tree.h */
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/**************************************************************************/
/* 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. */
/**************************************************************************/
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#ifndef SCENE_TREE_H
#define SCENE_TREE_H
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#include "core/os/main_loop.h"
#include "core/os/thread_safe.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
#undef Window
class PackedScene;
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class Node;
class Window;
class Material;
class Mesh;
class MultiplayerAPI;
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class SceneDebugger;
class Tween;
class Viewport;
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class SceneTreeTimer : public RefCounted {
GDCLASS(SceneTreeTimer, RefCounted);
double time_left = 0.0;
bool process_always = true;
bool process_in_physics = false;
bool ignore_time_scale = false;
protected:
static void _bind_methods();
public:
void set_time_left(double p_time);
double get_time_left() const;
void set_process_always(bool p_process_always);
bool is_process_always();
void set_process_in_physics(bool p_process_in_physics);
bool is_process_in_physics();
void set_ignore_time_scale(bool p_ignore);
bool is_ignore_time_scale();
void release_connections();
SceneTreeTimer();
};
class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
GDCLASS(SceneTree, MainLoop);
public:
typedef void (*IdleCallback)();
private:
CallQueue::Allocator *process_group_call_queue_allocator = nullptr;
struct ProcessGroup {
CallQueue call_queue;
Vector<Node *> nodes;
Vector<Node *> physics_nodes;
bool node_order_dirty = true;
bool physics_node_order_dirty = true;
bool removed = false;
Node *owner = nullptr;
uint64_t last_pass = 0;
};
struct ProcessGroupSort {
_FORCE_INLINE_ bool operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const;
};
PagedAllocator<ProcessGroup, true> group_allocator; // Allocate groups on pages, to enhance cache usage.
LocalVector<ProcessGroup *> process_groups;
bool process_groups_dirty = true;
LocalVector<ProcessGroup *> local_process_group_cache; // Used when processing to group what needs to
uint64_t process_last_pass = 1;
ProcessGroup default_process_group;
bool node_threading_disabled = false;
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struct Group {
Vector<Node *> nodes;
bool changed = false;
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};
Window *root = nullptr;
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double physics_process_time = 0.0;
double process_time = 0.0;
bool accept_quit = true;
bool quit_on_go_back = true;
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#ifdef DEBUG_ENABLED
bool debug_collisions_hint = false;
bool debug_paths_hint = false;
bool debug_navigation_hint = false;
#endif
bool paused = false;
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HashMap<StringName, Group> group_map;
bool _quit = false;
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bool _physics_interpolation_enabled = false;
StringName tree_changed_name = "tree_changed";
StringName node_added_name = "node_added";
StringName node_removed_name = "node_removed";
StringName node_renamed_name = "node_renamed";
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int64_t current_frame = 0;
int nodes_in_tree_count = 0;
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#ifdef TOOLS_ENABLED
Node *edited_scene_root = nullptr;
#endif
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struct UGCall {
StringName group;
StringName call;
static uint32_t hash(const UGCall &p_val) {
return p_val.group.hash() ^ p_val.call.hash();
}
bool operator==(const UGCall &p_with) const { return group == p_with.group && call == p_with.call; }
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bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
};
// Safety for when a node is deleted while a group is being called.
int nodes_removed_on_group_call_lock = 0;
HashSet<Node *> nodes_removed_on_group_call; // Skip erased nodes.
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List<ObjectID> delete_queue;
HashMap<UGCall, Vector<Variant>, UGCall> unique_group_calls;
bool ugc_locked = false;
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void _flush_ugc();
_FORCE_INLINE_ void _update_group_order(Group &g);
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TypedArray<Node> _get_nodes_in_group(const StringName &p_group);
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Node *current_scene = nullptr;
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Node *prev_scene = nullptr;
Node *pending_new_scene = nullptr;
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Color debug_collisions_color;
Color debug_collision_contact_color;
Color debug_paths_color;
float debug_paths_width = 1.0f;
Ref<ArrayMesh> debug_contact_mesh;
Ref<Material> debug_paths_material;
Ref<Material> collision_material;
int collision_debug_contacts;
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void _flush_scene_change();
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List<Ref<SceneTreeTimer>> timers;
List<Ref<Tween>> tweens;
///network///
Ref<MultiplayerAPI> multiplayer;
HashMap<NodePath, Ref<MultiplayerAPI>> custom_multiplayers;
bool multiplayer_poll = true;
static SceneTree *singleton;
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friend class Node;
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void tree_changed();
void node_added(Node *p_node);
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void node_removed(Node *p_node);
void node_renamed(Node *p_node);
void process_timers(double p_delta, bool p_physics_frame);
void process_tweens(double p_delta, bool p_physics_frame);
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Group *add_to_group(const StringName &p_group, Node *p_node);
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void remove_from_group(const StringName &p_group, Node *p_node);
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void make_group_changed(const StringName &p_group);
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void _process_group(ProcessGroup *p_group, bool p_physics);
void _process_groups_thread(uint32_t p_index, bool p_physics);
void _process(bool p_physics);
void _remove_process_group(Node *p_node);
void _add_process_group(Node *p_node);
void _remove_node_from_process_group(Node *p_node, Node *p_owner);
void _add_node_to_process_group(Node *p_node, Node *p_owner);
void _call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
void _call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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void _flush_delete_queue();
// Optimization.
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friend class CanvasItem;
friend class Node3D;
friend class Viewport;
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SelfList<Node>::List xform_change_list;
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#ifdef DEBUG_ENABLED // No live editor in release build.
friend class LiveEditor;
#endif
enum {
MAX_IDLE_CALLBACKS = 256
};
static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
static int idle_callback_count;
void _call_idle_callbacks();
void _main_window_focus_in();
void _main_window_close();
void _main_window_go_back();
enum CallInputType {
CALL_INPUT_TYPE_INPUT,
CALL_INPUT_TYPE_SHORTCUT_INPUT,
CALL_INPUT_TYPE_UNHANDLED_INPUT,
CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT,
};
//used by viewport
void _call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport);
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protected:
void _notification(int p_notification);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = 2000
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};
enum GroupCallFlags {
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GROUP_CALL_DEFAULT = 0,
GROUP_CALL_REVERSE = 1,
GROUP_CALL_DEFERRED = 2,
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GROUP_CALL_UNIQUE = 4,
};
_FORCE_INLINE_ Window *get_root() const { return root; }
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void call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount);
void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
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// `notify_group()` is immediate by default since Godot 4.0.
void notify_group(const StringName &p_group, int p_notification);
// `set_group()` is immediate by default since Godot 4.0.
void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
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template <typename... VarArgs>
// `call_group()` is immediate by default since Godot 4.0.
void call_group(const StringName &p_group, const StringName &p_function, VarArgs... p_args) {
Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
const Variant *argptrs[sizeof...(p_args) + 1];
for (uint32_t i = 0; i < sizeof...(p_args); i++) {
argptrs[i] = &args[i];
}
call_group_flagsp(GROUP_CALL_DEFAULT, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
}
template <typename... VarArgs>
void call_group_flags(uint32_t p_flags, const StringName &p_group, const StringName &p_function, VarArgs... p_args) {
Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
const Variant *argptrs[sizeof...(p_args) + 1];
for (uint32_t i = 0; i < sizeof...(p_args); i++) {
argptrs[i] = &args[i];
}
call_group_flagsp(p_flags, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
}
void flush_transform_notifications();
virtual void initialize() override;
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virtual void iteration_prepare() override;
virtual bool physics_process(double p_time) override;
virtual bool process(double p_time) override;
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virtual void finalize() override;
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bool is_auto_accept_quit() const;
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void set_auto_accept_quit(bool p_enable);
bool is_quit_on_go_back() const;
void set_quit_on_go_back(bool p_enable);
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void quit(int p_exit_code = EXIT_SUCCESS);
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_FORCE_INLINE_ double get_physics_process_time() const { return physics_process_time; }
_FORCE_INLINE_ double get_process_time() const { return process_time; }
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#ifdef TOOLS_ENABLED
bool is_node_being_edited(const Node *p_node) const;
#else
bool is_node_being_edited(const Node *p_node) const { return false; }
#endif
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void set_pause(bool p_enabled);
bool is_paused() const;
#ifdef DEBUG_ENABLED
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void set_debug_collisions_hint(bool p_enabled);
bool is_debugging_collisions_hint() const;
void set_debug_paths_hint(bool p_enabled);
bool is_debugging_paths_hint() const;
void set_debug_navigation_hint(bool p_enabled);
bool is_debugging_navigation_hint() const;
#else
void set_debug_collisions_hint(bool p_enabled) {}
bool is_debugging_collisions_hint() const { return false; }
void set_debug_paths_hint(bool p_enabled) {}
bool is_debugging_paths_hint() const { return false; }
void set_debug_navigation_hint(bool p_enabled) {}
bool is_debugging_navigation_hint() const { return false; }
#endif
void set_debug_collisions_color(const Color &p_color);
Color get_debug_collisions_color() const;
void set_debug_collision_contact_color(const Color &p_color);
Color get_debug_collision_contact_color() const;
void set_debug_paths_color(const Color &p_color);
Color get_debug_paths_color() const;
void set_debug_paths_width(float p_width);
float get_debug_paths_width() const;
Ref<Material> get_debug_paths_material();
Ref<Material> get_debug_collision_material();
Ref<ArrayMesh> get_debug_contact_mesh();
int get_collision_debug_contact_count() { return collision_debug_contacts; }
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int64_t get_frame() const;
int get_node_count() const;
void queue_delete(Object *p_object);
void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
Node *get_first_node_in_group(const StringName &p_group);
bool has_group(const StringName &p_identifier) const;
int get_node_count_in_group(const StringName &p_group) const;
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//void change_scene(const String& p_path);
//Node *get_loaded_scene();
void set_edited_scene_root(Node *p_node);
Node *get_edited_scene_root() const;
void set_current_scene(Node *p_scene);
Node *get_current_scene() const;
Error change_scene_to_file(const String &p_path);
Error change_scene_to_packed(const Ref<PackedScene> &p_scene);
Error reload_current_scene();
void unload_current_scene();
Ref<SceneTreeTimer> create_timer(double p_delay_sec, bool p_process_always = true, bool p_process_in_physics = false, bool p_ignore_time_scale = false);
Ref<Tween> create_tween();
TypedArray<Tween> get_processed_tweens();
//used by Main::start, don't use otherwise
void add_current_scene(Node *p_current);
static SceneTree *get_singleton() { return singleton; }
#ifdef TOOLS_ENABLED
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#endif
//network API
Ref<MultiplayerAPI> get_multiplayer(const NodePath &p_for_path = NodePath()) const;
void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path = NodePath());
void set_multiplayer_poll_enabled(bool p_enabled);
bool is_multiplayer_poll_enabled() const;
static void add_idle_callback(IdleCallback p_callback);
void set_disable_node_threading(bool p_disable);
//default texture settings
void set_physics_interpolation_enabled(bool p_enabled);
bool is_physics_interpolation_enabled() const;
SceneTree();
~SceneTree();
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};
VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
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#endif // SCENE_TREE_H