/*************************************************************************/ /* scene_preloader.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_PRELOADER_H #define SCENE_PRELOADER_H #include "resource.h" #include "scene/main/node.h" class ScenePreloader : public Resource { OBJ_TYPE(ScenePreloader, Resource); Vector names; Vector variants; //missing - instances //missing groups //missing - owner //missing - override names and values struct NodeData { int parent; int type; int name; struct Property { int name; int value; }; Vector properties; }; Vector nodes; struct ConnectionData { int from; int to; int signal; int method; Vector binds; }; Vector connections; void _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map &name_map, HashMap &variant_map, Map &node_map); void _parse_connections(Node *p_node, Map &name_map, HashMap &variant_map, Map &node_map, bool p_instance); String path; void _set_bundled_scene(const Dictionary &p_scene); Dictionary _get_bundled_scene() const; protected: static void _bind_methods(); public: Error load_scene(const String &p_path); String get_scene_path() const; void clear(); bool can_instance() const; Node *instance() const; ScenePreloader(); }; #endif // SCENE_PRELOADER_H