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 */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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/io/multiplayer_api.h"
#include "core/os/main_loop.h"
#include "core/os/thread_safe.h"
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
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#include "scene/resources/world_2d.h"
#include "scene/resources/world_3d.h"
#undef Window
class PackedScene;
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class Node;
class Window;
class Material;
class Mesh;
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class SceneDebugger;
class SceneTreeTimer : public Reference {
GDCLASS(SceneTreeTimer, Reference);
float time_left = 0.0;
bool process_always = true;
protected:
static void _bind_methods();
public:
void set_time_left(float p_time);
float get_time_left() const;
void set_process_always(bool p_process_always);
bool is_process_always();
void release_connections();
SceneTreeTimer();
};
class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
GDCLASS(SceneTree, MainLoop);
public:
typedef void (*IdleCallback)();
private:
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struct Group {
Vector<Node *> nodes;
bool changed = false;
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};
Window *root = nullptr;
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uint64_t tree_version = 1;
float physics_process_time = 1.0;
float process_time = 1.0;
bool accept_quit = true;
bool quit_on_go_back = true;
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#ifdef DEBUG_ENABLED
bool debug_collisions_hint = false;
bool debug_navigation_hint = false;
#endif
bool paused = false;
int root_lock = 0;
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Map<StringName, Group> group_map;
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
Node *edited_scene_root;
#endif
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struct UGCall {
StringName group;
StringName call;
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;
Set<Node *> call_skip; // Skip erased nodes.
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List<ObjectID> delete_queue;
Map<UGCall, Vector<Variant>> unique_group_calls;
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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void _update_listener();
Array _get_nodes_in_group(const StringName &p_group);
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Node *current_scene;
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Color debug_collisions_color;
Color debug_collision_contact_color;
Color debug_navigation_color;
Color debug_navigation_disabled_color;
Ref<ArrayMesh> debug_contact_mesh;
Ref<Material> navigation_material;
Ref<Material> navigation_disabled_material;
Ref<Material> collision_material;
int collision_debug_contacts;
void _change_scene(Node *p_to);
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//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
List<Ref<SceneTreeTimer>> timers;
///network///
Ref<MultiplayerAPI> multiplayer;
bool multiplayer_poll = true;
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void _network_peer_connected(int p_id);
void _network_peer_disconnected(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
static SceneTree *singleton;
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);
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Group *add_to_group(const StringName &p_group, Node *p_node);
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);
Variant _call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
Variant _call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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void _flush_delete_queue();
// Optimization.
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();
//used by viewport
void _call_input_pause(const StringName &p_group, const StringName &p_method, 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 {
GROUP_CALL_DEFAULT = 0,
GROUP_CALL_REVERSE = 1,
GROUP_CALL_REALTIME = 2,
GROUP_CALL_UNIQUE = 4,
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};
_FORCE_INLINE_ Window *get_root() const { return root; }
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void call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
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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void call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
void notify_group(const StringName &p_group, int p_notification);
void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
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void flush_transform_notifications();
virtual void initialize() override;
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virtual bool physics_process(float p_time) override;
virtual bool process(float p_time) override;
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virtual void finalize() override;
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void set_auto_accept_quit(bool p_enable);
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_ float get_physics_process_time() const { return physics_process_time; }
_FORCE_INLINE_ float 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;
void set_camera(const RID &p_camera);
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RID get_camera() 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_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_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_navigation_color(const Color &p_color);
Color get_debug_navigation_color() const;
void set_debug_navigation_disabled_color(const Color &p_color);
Color get_debug_navigation_disabled_color() const;
Ref<Material> get_debug_navigation_material();
Ref<Material> get_debug_navigation_disabled_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;
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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(const String &p_path);
Error change_scene_to(const Ref<PackedScene> &p_scene);
Error reload_current_scene();
Ref<SceneTreeTimer> create_timer(float p_delay_sec, bool p_process_always = true);
//used by Main::start, don't use otherwise
void add_current_scene(Node *p_current);
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;
//network API
Ref<MultiplayerAPI> get_multiplayer() const;
void set_multiplayer_poll_enabled(bool p_enabled);
bool is_multiplayer_poll_enabled() const;
void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
bool is_network_server() const;
bool has_network_peer() const;
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int get_network_unique_id() const;
Vector<int> get_network_connected_peers() const;
int get_rpc_sender_id() const;
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void set_refuse_new_network_connections(bool p_refuse);
bool is_refusing_new_network_connections() const;
static void add_idle_callback(IdleCallback p_callback);
//default texture settings
SceneTree();
~SceneTree();
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};
VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
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#endif // SCENE_TREE_H