godot/scene/main/node.h

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/*************************************************************************/
/* node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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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 NODE_H
#define NODE_H
#include "core/class_db.h"
#include "core/map.h"
#include "core/node_path.h"
#include "core/object.h"
#include "core/project_settings.h"
#include "core/script_language.h"
#include "scene/main/scene_tree.h"
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class Viewport;
class SceneState;
class SceneTreeTween;
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class Node : public Object {
GDCLASS(Node, Object);
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OBJ_CATEGORY("Nodes");
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public:
enum PauseMode {
PAUSE_MODE_INHERIT,
PAUSE_MODE_STOP,
PAUSE_MODE_PROCESS
};
enum PhysicsInterpolationMode {
PHYSICS_INTERPOLATION_MODE_INHERIT,
PHYSICS_INTERPOLATION_MODE_OFF,
PHYSICS_INTERPOLATION_MODE_ON
};
enum DuplicateFlags {
DUPLICATE_SIGNALS = 1,
DUPLICATE_GROUPS = 2,
DUPLICATE_SCRIPTS = 4,
DUPLICATE_USE_INSTANCING = 8,
#ifdef TOOLS_ENABLED
DUPLICATE_FROM_EDITOR = 16,
#endif
};
enum NameCasing {
NAME_CASING_PASCAL_CASE,
NAME_CASING_CAMEL_CASE,
NAME_CASING_SNAKE_CASE
};
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struct Comparator {
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
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};
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struct ComparatorWithPriority {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
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};
static int orphan_node_count;
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private:
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struct GroupData {
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bool persistent;
SceneTree::Group *group;
GroupData() { persistent = false; }
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};
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struct Data {
String filename;
Ref<SceneState> instance_state;
Ref<SceneState> inherited_state;
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Node *parent;
Node *owner;
Vector<Node *> children; // list of children
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HashMap<StringName, Node *> owned_unique_nodes;
bool unique_name_in_owner = false;
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int pos;
int depth;
int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
StringName name;
SceneTree *tree;
#ifdef TOOLS_ENABLED
NodePath import_path; //path used when imported, used by scene editors to keep tracking
#endif
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Viewport *viewport;
Map<StringName, GroupData> grouped;
List<Node *>::Element *OW; // owned element
List<Node *> owned;
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Node *pause_owner;
int network_master;
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Map<StringName, MultiplayerAPI::RPCMode> rpc_methods;
Map<StringName, MultiplayerAPI::RPCMode> rpc_properties;
int process_priority;
// Keep bitpacked values together to get better packing
PauseMode pause_mode : 2;
PhysicsInterpolationMode physics_interpolation_mode : 2;
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// variables used to properly sort the node when processing, ignored otherwise
//should move all the stuff below to bits
bool physics_process : 1;
bool idle_process : 1;
bool physics_process_internal : 1;
bool idle_process_internal : 1;
bool input : 1;
bool unhandled_input : 1;
bool unhandled_key_input : 1;
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// Physics interpolation can be turned on and off on a per node basis.
// This only takes effect when the SceneTree (or project setting) physics interpolation
// is switched on.
bool physics_interpolated : 1;
// Most nodes need not be interpolated in the scene tree, physics interpolation
// is normally only needed in the VisualServer. However if we need to read the
// interpolated transform of a node in the SceneTree, it is necessary to duplicate
// the interpolation logic client side, in order to prevent stalling the VisualServer
// by reading back.
bool physics_interpolated_client_side : 1;
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// For certain nodes (e.g. CPU Particles in global mode)
// It can be useful to not send the instance transform to the
// VisualServer, and specify the mesh in world space.
bool use_identity_transform : 1;
bool parent_owned : 1;
bool in_constructor : 1;
bool use_placeholder : 1;
bool display_folded : 1;
bool editable_instance : 1;
bool inside_tree : 1;
bool ready_notified : 1; //this is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification
bool ready_first : 1;
mutable NodePath *path_cache;
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} data;
Ref<MultiplayerAPI> multiplayer;
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void _print_tree_pretty(const String &prefix, const bool last);
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void _print_tree(const Node *p_node);
Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
void _generate_serial_child_name(const Node *p_child, StringName &name) const;
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
void _propagate_enter_tree();
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void _propagate_ready();
void _propagate_exit_tree();
void _propagate_after_exit_branch(bool p_exiting_tree);
void _propagate_physics_interpolated(bool p_interpolated);
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void _print_stray_nodes();
void _propagate_pause_owner(Node *p_owner);
Array _get_node_and_resource(const NodePath &p_path);
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void _duplicate_signals(const Node *p_original, Node *p_copy) const;
void _duplicate_and_reown(Node *p_new_parent, const Map<Node *, Node *> &p_reown_map) const;
Node *_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap = nullptr) const;
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Array _get_children() const;
Array _get_groups() const;
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Variant _rpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _rpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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void _release_unique_name_in_owner();
void _acquire_unique_name_in_owner();
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protected:
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void _block() { data.blocked++; }
void _unblock() { data.blocked--; }
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void _notification(int p_notification);
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virtual void add_child_notify(Node *p_child);
virtual void remove_child_notify(Node *p_child);
virtual void move_child_notify(Node *p_child);
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virtual void _physics_interpolated_changed();
void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
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static void _bind_methods();
static String _get_name_num_separator();
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friend class SceneState;
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void _add_child_nocheck(Node *p_child, const StringName &p_name);
void _set_owner_nocheck(Node *p_owner);
void _set_name_nocheck(const StringName &p_name);
void _set_physics_interpolated_client_side(bool p_enable);
bool _is_physics_interpolated_client_side() const { return data.physics_interpolated_client_side; }
void _set_use_identity_transform(bool p_enable);
bool _is_using_identity_transform() const { return data.use_identity_transform; }
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public:
enum {
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// you can make your own, but don't use the same numbers as other notifications in other nodes
NOTIFICATION_ENTER_TREE = 10,
NOTIFICATION_EXIT_TREE = 11,
NOTIFICATION_MOVED_IN_PARENT = 12,
NOTIFICATION_READY = 13,
NOTIFICATION_PAUSED = 14,
NOTIFICATION_UNPAUSED = 15,
NOTIFICATION_PHYSICS_PROCESS = 16,
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NOTIFICATION_PROCESS = 17,
NOTIFICATION_PARENTED = 18,
NOTIFICATION_UNPARENTED = 19,
NOTIFICATION_INSTANCED = 20,
NOTIFICATION_DRAG_BEGIN = 21,
NOTIFICATION_DRAG_END = 22,
NOTIFICATION_PATH_CHANGED = 23,
//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
NOTIFICATION_INTERNAL_PROCESS = 25,
NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
NOTIFICATION_POST_ENTER_TREE = 27,
NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 28,
//keep these linked to node
NOTIFICATION_WM_MOUSE_ENTER = MainLoop::NOTIFICATION_WM_MOUSE_ENTER,
NOTIFICATION_WM_MOUSE_EXIT = MainLoop::NOTIFICATION_WM_MOUSE_EXIT,
NOTIFICATION_WM_FOCUS_IN = MainLoop::NOTIFICATION_WM_FOCUS_IN,
NOTIFICATION_WM_FOCUS_OUT = MainLoop::NOTIFICATION_WM_FOCUS_OUT,
NOTIFICATION_WM_QUIT_REQUEST = MainLoop::NOTIFICATION_WM_QUIT_REQUEST,
NOTIFICATION_WM_GO_BACK_REQUEST = MainLoop::NOTIFICATION_WM_GO_BACK_REQUEST,
NOTIFICATION_WM_UNFOCUS_REQUEST = MainLoop::NOTIFICATION_WM_UNFOCUS_REQUEST,
NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
NOTIFICATION_APP_RESUMED = MainLoop::NOTIFICATION_APP_RESUMED,
NOTIFICATION_APP_PAUSED = MainLoop::NOTIFICATION_APP_PAUSED
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};
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/* NODE/TREE */
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StringName get_name() const;
void set_name(const String &p_name);
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void add_child(Node *p_child, bool p_legible_unique_name = false);
void add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name = false);
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void remove_child(Node *p_child);
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int get_child_count() const;
Node *get_child(int p_index) const;
bool has_node(const NodePath &p_path) const;
Node *get_node(const NodePath &p_path) const;
Node *get_node_or_null(const NodePath &p_path) const;
Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
bool has_node_and_resource(const NodePath &p_path) const;
Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
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Node *get_parent() const;
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Node *find_parent(const String &p_mask) const;
_FORCE_INLINE_ SceneTree *get_tree() const {
ERR_FAIL_COND_V(!data.tree, nullptr);
return data.tree;
}
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_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
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bool is_a_parent_of(const Node *p_node) const;
bool is_greater_than(const Node *p_node) const;
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NodePath get_path() const;
NodePath get_path_to(const Node *p_node) const;
Node *find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName &p_identifier, bool p_persistent = false);
void remove_from_group(const StringName &p_identifier);
bool is_in_group(const StringName &p_identifier) const;
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struct GroupInfo {
StringName name;
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bool persistent;
};
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void get_groups(List<GroupInfo> *p_groups) const;
int get_persistent_group_count() const;
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void move_child(Node *p_child, int p_pos);
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void raise();
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void set_owner(Node *p_owner);
Node *get_owner() const;
void get_owned_by(Node *p_by, List<Node *> *p_owned);
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void set_unique_name_in_owner(bool p_enabled);
bool is_unique_name_in_owner() const;
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void remove_and_skip();
int get_index() const;
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Ref<SceneTreeTween> create_tween();
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void print_tree();
void print_tree_pretty();
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void set_filename(const String &p_filename);
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String get_filename() const;
void set_editor_description(const String &p_editor_description);
String get_editor_description() const;
void set_editable_instance(Node *p_node, bool p_editable);
bool is_editable_instance(const Node *p_node) const;
Node *get_deepest_editable_node(Node *start_node) const;
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#ifdef TOOLS_ENABLED
void set_property_pinned(const StringName &p_property, bool p_pinned);
bool is_property_pinned(const StringName &p_property) const;
virtual StringName get_property_store_alias(const StringName &p_property) const;
#endif
void get_storable_properties(Set<StringName> &r_storable_properties) const;
virtual String to_string();
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/* NOTIFICATIONS */
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void propagate_notification(int p_notification);
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void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
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/* PROCESSING */
void set_physics_process(bool p_process);
float get_physics_process_delta_time() const;
bool is_physics_processing() const;
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void set_process(bool p_idle_process);
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float get_process_delta_time() const;
bool is_processing() const;
void set_physics_process_internal(bool p_process_internal);
bool is_physics_processing_internal() const;
void set_process_internal(bool p_idle_process_internal);
bool is_processing_internal() const;
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void set_process_priority(int p_priority);
int get_process_priority() const;
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void set_process_input(bool p_enable);
bool is_processing_input() const;
void set_process_unhandled_input(bool p_enable);
bool is_processing_unhandled_input() const;
void set_process_unhandled_key_input(bool p_enable);
bool is_processing_unhandled_key_input() const;
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int get_position_in_parent() const;
Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
Node *duplicate_and_reown(const Map<Node *, Node *> &p_reown_map) const;
#ifdef TOOLS_ENABLED
Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap) const;
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap, const Map<RES, RES> &p_resource_remap) const;
void remap_node_resources(Node *p_node, const Map<RES, RES> &p_resource_remap) const;
void remap_nested_resources(RES p_resource, const Map<RES, RES> &p_resource_remap) const;
#endif
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// used by editors, to save what has changed only
void set_scene_instance_state(const Ref<SceneState> &p_state);
Ref<SceneState> get_scene_instance_state() const;
void set_scene_inherited_state(const Ref<SceneState> &p_state);
Ref<SceneState> get_scene_inherited_state() const;
void set_scene_instance_load_placeholder(bool p_enable);
bool get_scene_instance_load_placeholder() const;
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static Vector<Variant> make_binds(VARIANT_ARG_LIST);
void replace_by(Node *p_node, bool p_keep_data = false);
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void set_pause_mode(PauseMode p_mode);
PauseMode get_pause_mode() const;
bool can_process() const;
bool can_process_notification(int p_what) const;
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void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
PhysicsInterpolationMode get_physics_interpolation_mode() const { return data.physics_interpolation_mode; }
_FORCE_INLINE_ bool is_physics_interpolated() const { return data.physics_interpolated; }
_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated(); }
void reset_physics_interpolation();
void request_ready();
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static void print_stray_nodes();
#ifdef TOOLS_ENABLED
String validate_child_name(Node *p_child);
#endif
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void queue_delete();
//hacks for speed
static void set_human_readable_collision_renaming(bool p_enabled);
static void init_node_hrcr();
void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
NodePath get_import_path() const;
bool is_owned_by_parent() const;
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
void clear_internal_tree_resource_paths();
_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
virtual String get_configuration_warning() const;
void update_configuration_warning();
void set_display_folded(bool p_folded);
bool is_displayed_folded() const;
/* NETWORK */
void set_network_master(int p_peer_id, bool p_recursive = true);
int get_network_master() const;
bool is_network_master() const;
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void rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
void rset_config(const StringName &p_property, MultiplayerAPI::RPCMode p_mode); // config a local property for RPC
void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rset(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rset_unreliable(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rset_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rset_unreliable_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
Ref<MultiplayerAPI> get_multiplayer() const;
Ref<MultiplayerAPI> get_custom_multiplayer() const;
void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
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Node();
~Node();
};
VARIANT_ENUM_CAST(Node::DuplicateFlags);
typedef Set<Node *, Node::Comparator> NodeSet;
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#endif