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/*************************************************************************/
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/* scene_tree.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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"
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# include "core/templates/self_list.h"
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# include "scene/resources/mesh.h"
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# undef Window
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class PackedScene ;
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class Node ;
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class Window ;
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class Material ;
class Mesh ;
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class MultiplayerAPI ;
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class SceneDebugger ;
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class Tween ;
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class Viewport ;
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class SceneTreeTimer : public RefCounted {
GDCLASS ( SceneTreeTimer , RefCounted ) ;
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double time_left = 0.0 ;
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bool process_always = true ;
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bool process_in_physics = false ;
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bool ignore_time_scale = false ;
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protected :
static void _bind_methods ( ) ;
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public :
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void set_time_left ( double p_time ) ;
double get_time_left ( ) const ;
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void set_process_always ( bool p_process_always ) ;
bool is_process_always ( ) ;
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void set_process_in_physics ( bool p_process_in_physics ) ;
bool is_process_in_physics ( ) ;
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void set_ignore_time_scale ( bool p_ignore ) ;
bool is_ignore_time_scale ( ) ;
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void release_connections ( ) ;
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SceneTreeTimer ( ) ;
} ;
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class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
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GDCLASS ( SceneTree , MainLoop ) ;
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public :
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typedef void ( * IdleCallback ) ( ) ;
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private :
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struct Group {
Vector < Node * > nodes ;
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bool changed = false ;
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} ;
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Window * root = nullptr ;
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uint64_t tree_version = 1 ;
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double physics_process_time = 0.0 ;
double process_time = 0.0 ;
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bool accept_quit = true ;
bool quit_on_go_back = true ;
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# ifdef DEBUG_ENABLED
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bool debug_collisions_hint = false ;
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bool debug_paths_hint = false ;
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bool debug_navigation_hint = false ;
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# endif
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bool paused = false ;
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int root_lock = 0 ;
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HashMap < StringName , Group > group_map ;
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bool _quit = false ;
bool initialized = false ;
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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 node_count = 0 ;
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# ifdef TOOLS_ENABLED
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Node * edited_scene_root = nullptr ;
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# endif
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struct UGCall {
StringName group ;
StringName call ;
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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 ; }
} ;
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// Safety for when a node is deleted while a group is being called.
int call_lock = 0 ;
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HashSet < ObjectID > call_skip ; // Skip erased nodes. Store ID instead of pointer to avoid false positives when node is freed and a new node is allocated at the pointed address.
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List < ObjectID > delete_queue ;
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HashMap < UGCall , Vector < Variant > , UGCall > unique_group_calls ;
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bool ugc_locked = false ;
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void _flush_ugc ( ) ;
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_FORCE_INLINE_ void _update_group_order ( Group & g , bool p_use_priority = false ) ;
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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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Color debug_collisions_color ;
Color debug_collision_contact_color ;
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Color debug_paths_color ;
float debug_paths_width = 1.0f ;
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Color debug_navigation_color ;
Color debug_navigation_disabled_color ;
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Ref < ArrayMesh > debug_contact_mesh ;
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Ref < Material > debug_paths_material ;
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Ref < Material > navigation_material ;
Ref < Material > navigation_disabled_material ;
Ref < Material > collision_material ;
int collision_debug_contacts ;
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void _change_scene ( Node * p_to ) ;
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List < Ref < SceneTreeTimer > > timers ;
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List < Ref < Tween > > tweens ;
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///network///
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Ref < MultiplayerAPI > multiplayer ;
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HashMap < NodePath , Ref < MultiplayerAPI > > custom_multiplayers ;
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bool multiplayer_poll = true ;
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static SceneTree * singleton ;
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friend class Node ;
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void tree_changed ( ) ;
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void node_added ( Node * p_node ) ;
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void node_removed ( Node * p_node ) ;
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void node_renamed ( Node * p_node ) ;
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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 _notify_group_pause ( const StringName & p_group , int p_notification ) ;
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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 ( ) ;
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// Optimization.
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friend class CanvasItem ;
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friend class Node3D ;
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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 ;
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# endif
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enum {
MAX_IDLE_CALLBACKS = 256
} ;
static IdleCallback idle_callbacks [ MAX_IDLE_CALLBACKS ] ;
static int idle_callback_count ;
void _call_idle_callbacks ( ) ;
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void _main_window_focus_in ( ) ;
void _main_window_close ( ) ;
void _main_window_go_back ( ) ;
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enum CallInputType {
CALL_INPUT_TYPE_INPUT ,
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CALL_INPUT_TYPE_SHORTCUT_INPUT ,
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CALL_INPUT_TYPE_UNHANDLED_INPUT ,
CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT ,
} ;
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//used by viewport
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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 {
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NOTIFICATION_TRANSFORM_CHANGED = 2000
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} ;
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enum GroupCallFlags {
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GROUP_CALL_DEFAULT = 0 ,
GROUP_CALL_REVERSE = 1 ,
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GROUP_CALL_DEFERRED = 2 ,
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GROUP_CALL_UNIQUE = 4 ,
} ;
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_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 ) ;
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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.
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void notify_group ( const StringName & p_group , int p_notification ) ;
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// `set_group()` is immediate by default since Godot 4.0.
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void set_group ( const StringName & p_group , const String & p_name , const Variant & p_value ) ;
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template < typename . . . VarArgs >
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// `call_group()` is immediate by default since Godot 4.0.
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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 ] ;
}
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call_group_flagsp ( GROUP_CALL_DEFAULT , p_group , p_function , sizeof . . . ( p_args ) = = 0 ? nullptr : ( const Variant * * ) argptrs , sizeof . . . ( p_args ) ) ;
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}
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 ) ) ;
}
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void flush_transform_notifications ( ) ;
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virtual void initialize ( ) override ;
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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 ) ;
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bool is_quit_on_go_back ( ) const ;
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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
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bool is_node_being_edited ( const Node * p_node ) const ;
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# 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 ;
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# ifdef DEBUG_ENABLED
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void set_debug_collisions_hint ( bool p_enabled ) ;
bool is_debugging_collisions_hint ( ) const ;
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void set_debug_paths_hint ( bool p_enabled ) ;
bool is_debugging_paths_hint ( ) const ;
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void set_debug_navigation_hint ( bool p_enabled ) ;
bool is_debugging_navigation_hint ( ) const ;
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# else
void set_debug_collisions_hint ( bool p_enabled ) { }
bool is_debugging_collisions_hint ( ) const { return false ; }
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void set_debug_paths_hint ( bool p_enabled ) { }
bool is_debugging_paths_hint ( ) const { return false ; }
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void set_debug_navigation_hint ( bool p_enabled ) { }
bool is_debugging_navigation_hint ( ) const { return false ; }
# endif
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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 ;
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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 ( ) ;
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Ref < Material > get_debug_collision_material ( ) ;
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Ref < ArrayMesh > get_debug_contact_mesh ( ) ;
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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 ) ;
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Node * get_first_node_in_group ( const StringName & p_group ) ;
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bool has_group ( const StringName & p_identifier ) const ;
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//void change_scene(const String& p_path);
//Node *get_loaded_scene();
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void set_edited_scene_root ( Node * p_node ) ;
Node * get_edited_scene_root ( ) const ;
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void set_current_scene ( Node * p_scene ) ;
Node * get_current_scene ( ) const ;
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Error change_scene_to_file ( const String & p_path ) ;
Error change_scene_to_packed ( const Ref < PackedScene > & p_scene ) ;
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Error reload_current_scene ( ) ;
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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 ) ;
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Ref < Tween > create_tween ( ) ;
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TypedArray < Tween > get_processed_tweens ( ) ;
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//used by Main::start, don't use otherwise
void add_current_scene ( Node * p_current ) ;
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static SceneTree * get_singleton ( ) { return singleton ; }
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void get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const override ;
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//network API
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Ref < MultiplayerAPI > get_multiplayer ( const NodePath & p_for_path = NodePath ( ) ) const ;
void set_multiplayer ( Ref < MultiplayerAPI > p_multiplayer , const NodePath & p_root_path = NodePath ( ) ) ;
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void set_multiplayer_poll_enabled ( bool p_enabled ) ;
bool is_multiplayer_poll_enabled ( ) const ;
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static void add_idle_callback ( IdleCallback p_callback ) ;
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//default texture settings
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SceneTree ( ) ;
~ SceneTree ( ) ;
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} ;
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VARIANT_ENUM_CAST ( SceneTree : : GroupCallFlags ) ;
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# endif // SCENE_TREE_H