/*************************************************************************/ /* packed_scene.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 PACKED_SCENE_H #define PACKED_SCENE_H #include "core/resource.h" #include "scene/main/node.h" class SceneState : public Reference { GDCLASS(SceneState, Reference); Vector<StringName> names; Vector<Variant> variants; Vector<NodePath> node_paths; Vector<NodePath> editable_instances; mutable HashMap<NodePath, int> node_path_cache; mutable Map<int, int> base_scene_node_remap; int base_scene_idx; enum { NO_PARENT_SAVED = 0x7FFFFFFF, NAME_INDEX_BITS = 18, NAME_MASK = (1 << NAME_INDEX_BITS) - 1, }; struct NodeData { int parent; int owner; int type; int name; int instance; int index; struct Property { int name; int value; }; Vector<Property> properties; Vector<int> groups; }; Vector<NodeData> nodes; struct ConnectionData { int from; int to; int signal; int method; int flags; Vector<int> binds; }; Vector<ConnectionData> connections; Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map); Error _parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map); String path; uint64_t last_modified_time; static bool disable_placeholders; PoolVector<String> _get_node_groups(int p_idx) const; int _find_base_scene_node_remap_key(int p_idx) const; protected: static void _bind_methods(); public: enum { FLAG_ID_IS_PATH = (1 << 30), TYPE_INSTANCED = 0x7FFFFFFF, FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30), FLAG_MASK = (1 << 24) - 1, }; enum GenEditState { GEN_EDIT_STATE_DISABLED, GEN_EDIT_STATE_INSTANCE, GEN_EDIT_STATE_MAIN, GEN_EDIT_STATE_MAIN_INHERITED, }; struct PackState { Ref<SceneState> state; int node = -1; }; static void set_disable_placeholders(bool p_disable); int find_node_by_path(const NodePath &p_node) const; Variant get_property_value(int p_node, const StringName &p_property, bool &found) const; bool is_node_in_group(int p_node, const StringName &p_group) const; bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const; void set_bundled_scene(const Dictionary &p_dictionary); Dictionary get_bundled_scene() const; Error pack(Node *p_scene); void set_path(const String &p_path); String get_path() const; void clear(); bool can_instance() const; Node *instance(GenEditState p_edit_state) const; Ref<SceneState> get_base_scene_state() const; //unbuild API int get_node_count() const; StringName get_node_type(int p_idx) const; StringName get_node_name(int p_idx) const; NodePath get_node_path(int p_idx, bool p_for_parent = false) const; NodePath get_node_owner_path(int p_idx) const; Ref<PackedScene> get_node_instance(int p_idx) const; String get_node_instance_placeholder(int p_idx) const; bool is_node_instance_placeholder(int p_idx) const; Vector<StringName> get_node_groups(int p_idx) const; int get_node_index(int p_idx) const; int get_node_property_count(int p_idx) const; StringName get_node_property_name(int p_idx, int p_prop) const; Variant get_node_property_value(int p_idx, int p_prop) const; int get_connection_count() const; NodePath get_connection_source(int p_idx) const; StringName get_connection_signal(int p_idx) const; NodePath get_connection_target(int p_idx) const; StringName get_connection_method(int p_idx) const; int get_connection_flags(int p_idx) const; Array get_connection_binds(int p_idx) const; bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method); Vector<NodePath> get_editable_instances() const; //build API int add_name(const StringName &p_name); int find_name(const StringName &p_name) const; int add_value(const Variant &p_value); int add_node_path(const NodePath &p_path); int add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index); void add_node_property(int p_node, int p_name, int p_value); void add_node_group(int p_node, int p_group); void set_base_scene(int p_idx); void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds); void add_editable_instance(const NodePath &p_path); virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; } uint64_t get_last_modified_time() const { return last_modified_time; } SceneState(); }; VARIANT_ENUM_CAST(SceneState::GenEditState) class PackedScene : public Resource { GDCLASS(PackedScene, Resource); RES_BASE_EXTENSION("scn"); Ref<SceneState> state; void _set_bundled_scene(const Dictionary &p_scene); Dictionary _get_bundled_scene() const; protected: virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better static void _bind_methods(); public: enum GenEditState { GEN_EDIT_STATE_DISABLED, GEN_EDIT_STATE_INSTANCE, GEN_EDIT_STATE_MAIN, GEN_EDIT_STATE_MAIN_INHERITED, }; Error pack(Node *p_scene); void clear(); bool can_instance() const; Node *instance(GenEditState p_edit_state = GEN_EDIT_STATE_DISABLED) const; void recreate_state(); void replace_state(Ref<SceneState> p_by); virtual void set_path(const String &p_path, bool p_take_over = false); #ifdef TOOLS_ENABLED virtual void set_last_modified_time(uint64_t p_time) { state->set_last_modified_time(p_time); } #endif Ref<SceneState> get_state(); PackedScene(); }; VARIANT_ENUM_CAST(PackedScene::GenEditState) #endif // SCENE_PRELOADER_H