25b2f1780a
This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
97 lines
4.0 KiB
C++
97 lines
4.0 KiB
C++
/**************************************************************************/
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/* scene_replication_config.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SCENE_REPLICATION_CONFIG_H
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#define SCENE_REPLICATION_CONFIG_H
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#include "core/io/resource.h"
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#include "core/variant/typed_array.h"
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class SceneReplicationConfig : public Resource {
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GDCLASS(SceneReplicationConfig, Resource);
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OBJ_SAVE_TYPE(SceneReplicationConfig);
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RES_BASE_EXTENSION("repl");
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private:
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struct ReplicationProperty {
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NodePath name;
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bool spawn = true;
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bool sync = true;
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bool watch = false;
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bool operator==(const ReplicationProperty &p_to) {
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return name == p_to.name;
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}
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ReplicationProperty() {}
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ReplicationProperty(const NodePath &p_name) {
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name = p_name;
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}
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};
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List<ReplicationProperty> properties;
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List<NodePath> spawn_props;
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List<NodePath> sync_props;
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List<NodePath> watch_props;
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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TypedArray<NodePath> get_properties() const;
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void add_property(const NodePath &p_path, int p_index = -1);
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void remove_property(const NodePath &p_path);
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bool has_property(const NodePath &p_path) const;
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int property_get_index(const NodePath &p_path) const;
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bool property_get_spawn(const NodePath &p_path);
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void property_set_spawn(const NodePath &p_path, bool p_enabled);
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bool property_get_sync(const NodePath &p_path);
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void property_set_sync(const NodePath &p_path, bool p_enabled);
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bool property_get_watch(const NodePath &p_path);
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void property_set_watch(const NodePath &p_path, bool p_enabled);
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const List<NodePath> &get_spawn_properties() { return spawn_props; }
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const List<NodePath> &get_sync_properties() { return sync_props; }
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const List<NodePath> &get_watch_properties() { return watch_props; }
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SceneReplicationConfig() {}
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};
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#endif // SCENE_REPLICATION_CONFIG_H
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