2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* scene_preloader.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2020-08-13 20:58:13 +00:00
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2020-08-13 20:58:13 +00:00
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2015-04-18 17:38:54 +00:00
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#ifndef SCENE_PRELOADER_H
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#define SCENE_PRELOADER_H
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#include "resource.h"
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#include "scene/main/node.h"
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class ScenePreloader : public Resource {
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2017-03-18 23:36:26 +00:00
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OBJ_TYPE(ScenePreloader, Resource);
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2015-04-18 17:38:54 +00:00
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Vector<StringName> names;
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Vector<Variant> variants;
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//missing - instances
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//missing groups
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//missing - owner
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//missing - override names and values
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struct NodeData {
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int parent;
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int type;
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int name;
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struct Property {
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int name;
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int value;
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};
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Vector<Property> properties;
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};
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Vector<NodeData> nodes;
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struct ConnectionData {
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int from;
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int to;
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int signal;
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int method;
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Vector<int> binds;
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};
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Vector<ConnectionData> connections;
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2017-03-18 23:36:26 +00:00
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void _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher> &variant_map, Map<Node *, int> &node_map);
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void _parse_connections(Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher> &variant_map, Map<Node *, int> &node_map, bool p_instance);
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2015-04-18 17:38:54 +00:00
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String path;
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2017-03-18 23:36:26 +00:00
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void _set_bundled_scene(const Dictionary &p_scene);
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2015-04-18 17:38:54 +00:00
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Dictionary _get_bundled_scene() const;
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protected:
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static void _bind_methods();
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2017-03-18 23:36:26 +00:00
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public:
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Error load_scene(const String &p_path);
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2015-04-18 17:38:54 +00:00
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String get_scene_path() const;
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void clear();
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bool can_instance() const;
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Node *instance() const;
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ScenePreloader();
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};
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#endif // SCENE_PRELOADER_H
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