godot/servers/visual/portals/portal_gameplay_monitor.h

97 lines
4.7 KiB
C++
Raw Normal View History

/**************************************************************************/
/* portal_gameplay_monitor.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef PORTAL_GAMEPLAY_MONITOR_H
#define PORTAL_GAMEPLAY_MONITOR_H
#include "core/local_vector.h"
#include "servers/visual_server_callbacks.h"
#include <stdint.h>
class PortalRenderer;
struct VSRoom;
class PortalGameplayMonitor {
public:
PortalGameplayMonitor();
void unload(PortalRenderer &p_portal_renderer);
// entering and exiting gameplay notifications (requires PVS)
void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms);
void set_params(bool p_use_secondary_pvs, bool p_use_signals);
private:
void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed);
bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms);
void _swap(bool p_source_rooms_changed);
// gameplay ticks happen every physics tick
uint32_t _gameplay_tick = 1;
// Room ticks only happen when the rooms the cameras are within change.
// This is an optimization. This tick needs to be maintained separately from _gameplay_tick
// because testing against the previous tick is used to determine whether to send enter or exit
// gameplay notifications, and this must be synchronized differently for rooms, roomgroups and static ghosts.
uint32_t _room_tick = 1;
// we need two version, current and previous
LocalVector<uint32_t, int32_t> _active_moving_pool_ids[2];
LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_curr;
LocalVector<uint32_t, int32_t> *_active_moving_pool_ids_prev;
LocalVector<uint32_t, int32_t> _active_rghost_pool_ids[2];
LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_curr;
LocalVector<uint32_t, int32_t> *_active_rghost_pool_ids_prev;
LocalVector<uint32_t, int32_t> _active_room_ids[2];
LocalVector<uint32_t, int32_t> *_active_room_ids_curr;
LocalVector<uint32_t, int32_t> *_active_room_ids_prev;
LocalVector<uint32_t, int32_t> _active_roomgroup_ids[2];
LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_curr;
LocalVector<uint32_t, int32_t> *_active_roomgroup_ids_prev;
LocalVector<uint32_t, int32_t> _active_sghost_ids[2];
LocalVector<uint32_t, int32_t> *_active_sghost_ids_curr;
LocalVector<uint32_t, int32_t> *_active_sghost_ids_prev;
LocalVector<uint32_t, int32_t> _source_rooms_prev;
VisualServerCallbacks::CallbackType _enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY;
VisualServerCallbacks::CallbackType _exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY;
bool _use_secondary_pvs = false;
bool _use_signals = false;
};
#endif // PORTAL_GAMEPLAY_MONITOR_H