/*************************************************************************/ /* scene_main_loop.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 SCENE_MAIN_LOOP_H #define SCENE_MAIN_LOOP_H #include "os/main_loop.h" #include "scene/resources/world.h" #include "scene/resources/world_2d.h" #include "os/thread_safe.h" #include "self_list.h" #include "io/networked_multiplayer_peer.h" /** @author Juan Linietsky */ class SceneTree; class PackedScene; class Node; class Viewport; class Material; class Mesh; class SceneTreeTimer : public Reference { OBJ_TYPE(SceneTreeTimer,Reference); float time_left; protected: static void _bind_methods(); public: void set_time_left(float p_time); float get_time_left() const; SceneTreeTimer(); }; class SceneTree : public MainLoop { _THREAD_SAFE_CLASS_ OBJ_TYPE( SceneTree, MainLoop ); public: enum StretchMode { STRETCH_MODE_DISABLED, STRETCH_MODE_2D, STRETCH_MODE_VIEWPORT, }; enum StretchAspect { STRETCH_ASPECT_IGNORE, STRETCH_ASPECT_KEEP, STRETCH_ASPECT_KEEP_WIDTH, STRETCH_ASPECT_KEEP_HEIGHT, }; private: struct Group { Vector nodes; //uint64_t last_tree_version; bool changed; Group() { changed=false; }; }; Viewport *root; uint64_t tree_version; float fixed_process_time; float idle_process_time; bool accept_quit; uint32_t last_id; bool editor_hint; bool debug_collisions_hint; bool debug_navigation_hint; bool pause; int root_lock; Map group_map; bool _quit; bool initialized; bool input_handled; Size2 last_screen_size; StringName tree_changed_name; StringName node_removed_name; int64_t current_frame; int node_count; #ifdef TOOLS_ENABLED Node *edited_scene_root; #endif struct UGCall { StringName group; StringName call; bool operator<(const UGCall& p_with) const { return group==p_with.group?call call_skip; //skip erased nodes StretchMode stretch_mode; StretchAspect stretch_aspect; Size2i stretch_min; void _update_root_rect(); List delete_queue; Map > unique_group_calls; bool ugc_locked; void _flush_ugc(); void _flush_transform_notifications(); _FORCE_INLINE_ void _update_group_order(Group& g); void _update_listener(); Array _get_nodes_in_group(const StringName& p_group); Node *current_scene; Color debug_collisions_color; Color debug_collision_contact_color; Color debug_navigation_color; Color debug_navigation_disabled_color; Ref debug_contact_mesh; Ref navigation_material; Ref navigation_disabled_material; Ref collision_material; int collision_debug_contacts; void _change_scene(Node* p_to); //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 > timers; ///network/// enum NetworkCommands { NETWORK_COMMAND_REMOTE_CALL, NETWORK_COMMAND_REMOTE_SET, NETWORK_COMMAND_SIMPLIFY_PATH, NETWORK_COMMAND_CONFIRM_PATH, }; Ref network_peer; Set connected_peers; void _network_peer_connected(int p_id); void _network_peer_disconnected(int p_id); void _connected_to_server(); void _connection_failed(); void _server_disconnected(); //path sent caches struct PathSentCache { Map confirmed_peers; int id; }; HashMap path_send_cache; int last_send_cache_id; //path get caches struct PathGetCache { struct NodeInfo { NodePath path; ObjectID instance; }; Map nodes; }; Map path_get_cache; Vector packet_cache; void _network_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len); void _network_poll(); static SceneTree *singleton; friend class Node; void _rpc(Node* p_from,int p_to,bool p_unreliable,bool p_set,const StringName& p_name,const Variant** p_arg,int p_argcount); void tree_changed(); void node_removed(Node *p_node); Group* add_to_group(const StringName& p_group, Node *p_node); void remove_from_group(const StringName& p_group, Node *p_node); void _notify_group_pause(const StringName& p_group,int p_notification); void _call_input_pause(const StringName& p_group,const StringName& p_method,const InputEvent& p_input); Variant _call_group(const Variant** p_args, int p_argcount, Variant::CallError& r_error); static void _debugger_request_tree(void *self); void _flush_delete_queue(); //optimization friend class CanvasItem; friend class Spatial; friend class Viewport; SelfList::List xform_change_list; #ifdef DEBUG_ENABLED Map live_edit_node_path_cache; Map live_edit_resource_cache; NodePath live_edit_root; String live_edit_scene; Map > live_scene_edit_cache; Map > live_edit_remove_list; ScriptDebugger::LiveEditFuncs live_edit_funcs; void _live_edit_node_path_func(const NodePath &p_path,int p_id) ; void _live_edit_res_path_func(const String &p_path,int p_id) ; void _live_edit_node_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ; void _live_edit_node_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ; void _live_edit_node_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ; void _live_edit_res_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ; void _live_edit_res_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ; void _live_edit_res_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ; void _live_edit_root_func(const NodePath& p_scene_path,const String& p_scene_from) ; void _live_edit_create_node_func(const NodePath& p_parent,const String& p_type,const String& p_name); void _live_edit_instance_node_func(const NodePath& p_parent,const String& p_path,const String& p_name); void _live_edit_remove_node_func(const NodePath& p_at); void _live_edit_remove_and_keep_node_func(const NodePath& p_at,ObjectID p_keep_id); void _live_edit_restore_node_func(ObjectID p_id,const NodePath& p_at,int p_at_pos); void _live_edit_duplicate_node_func(const NodePath& p_at,const String& p_new_name); void _live_edit_reparent_node_func(const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos); static void _live_edit_node_path_funcs(void *self,const NodePath &p_path,int p_id) { reinterpret_cast(self)->_live_edit_node_path_func(p_path,p_id); } static void _live_edit_res_path_funcs(void *self,const String &p_path,int p_id) { reinterpret_cast(self)->_live_edit_res_path_func(p_path,p_id); } static void _live_edit_node_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast(self)->_live_edit_node_set_func(p_id,p_prop,p_value); } static void _live_edit_node_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast(self)->_live_edit_node_set_res_func(p_id,p_prop,p_value); } static void _live_edit_node_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast(self)->_live_edit_node_call_func(p_id,p_method,VARIANT_ARG_PASS); } static void _live_edit_res_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast(self)->_live_edit_res_set_func(p_id,p_prop,p_value); } static void _live_edit_res_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast(self)->_live_edit_res_set_res_func(p_id,p_prop,p_value); } static void _live_edit_res_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast(self)->_live_edit_res_call_func(p_id,p_method,VARIANT_ARG_PASS); } static void _live_edit_root_funcs(void *self, const NodePath& p_scene_path,const String& p_scene_from) { reinterpret_cast(self)->_live_edit_root_func(p_scene_path,p_scene_from); } static void _live_edit_create_node_funcs(void* self,const NodePath& p_parent,const String& p_type,const String& p_name) { reinterpret_cast(self)->_live_edit_create_node_func(p_parent,p_type,p_name); } static void _live_edit_instance_node_funcs(void* self,const NodePath& p_parent,const String& p_path,const String& p_name) { reinterpret_cast(self)->_live_edit_instance_node_func(p_parent,p_path,p_name); } static void _live_edit_remove_node_funcs(void* self,const NodePath& p_at) { reinterpret_cast(self)->_live_edit_remove_node_func(p_at); } static void _live_edit_remove_and_keep_node_funcs(void* self,const NodePath& p_at,ObjectID p_keep_id) { reinterpret_cast(self)->_live_edit_remove_and_keep_node_func(p_at,p_keep_id); } static void _live_edit_restore_node_funcs(void* self,ObjectID p_id,const NodePath& p_at,int p_at_pos) { reinterpret_cast(self)->_live_edit_restore_node_func(p_id,p_at,p_at_pos); } static void _live_edit_duplicate_node_funcs(void* self,const NodePath& p_at,const String& p_new_name) { reinterpret_cast(self)->_live_edit_duplicate_node_func(p_at,p_new_name); } static void _live_edit_reparent_node_funcs(void* self,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos) { reinterpret_cast(self)->_live_edit_reparent_node_func(p_at,p_new_place,p_new_name,p_at_pos); } #endif protected: void _notification(int p_notification); static void _bind_methods(); public: enum { NOTIFICATION_TRANSFORM_CHANGED=29 }; enum CallGroupFlags { GROUP_CALL_DEFAULT=0, GROUP_CALL_REVERSE=1, GROUP_CALL_REALTIME=2, GROUP_CALL_UNIQUE=4, GROUP_CALL_MULIILEVEL=8, }; _FORCE_INLINE_ Viewport *get_root() const { return root; } uint32_t get_last_event_id() const; void call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,VARIANT_ARG_LIST); void notify_group(uint32_t p_call_flags,const StringName& p_group,int p_notification); void set_group(uint32_t p_call_flags,const StringName& p_group,const String& p_name,const Variant& p_value); virtual void input_text( const String& p_text ); virtual void input_event( const InputEvent& p_event ); virtual void init(); virtual bool iteration(float p_time); virtual bool idle(float p_time); virtual void finish(); void set_auto_accept_quit(bool p_enable); void quit(); void set_input_as_handled(); _FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; } _FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; } void set_editor_hint(bool p_enabled); bool is_editor_hint() const; bool is_node_being_edited(const Node* p_node) const; void set_pause(bool p_enabled); bool is_paused() const; void set_camera(const RID& p_camera); RID get_camera() const; 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; 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 get_debug_navigation_material(); Ref get_debug_navigation_disabled_material(); Ref get_debug_collision_material(); Ref get_debug_contact_mesh(); int get_collision_debug_contact_count() { return collision_debug_contacts; } 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 *p_list); bool has_group(const StringName& p_identifier) const; void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize); //void change_scene(const String& p_path); //Node *get_loaded_scene(); #ifdef TOOLS_ENABLED void set_edited_scene_root(Node *p_node); Node *get_edited_scene_root() const; #endif 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& p_scene); Error reload_current_scene(); Ref create_timer(float p_delay_sec); //used by Main::start, don't use otherwise void add_current_scene(Node * p_current); static SceneTree* get_singleton() { return singleton; } void drop_files(const Vector& p_files,int p_from_screen=0); //network API void set_network_peer(const Ref& p_network_peer); bool is_network_server() const; int get_network_unique_id() const; void set_refuse_new_network_connections(bool p_refuse); bool is_refusing_new_network_connections() const; SceneTree(); ~SceneTree(); }; VARIANT_ENUM_CAST( SceneTree::StretchMode ); VARIANT_ENUM_CAST( SceneTree::StretchAspect ); #endif