d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
455 lines
11 KiB
C++
455 lines
11 KiB
C++
/*************************************************************************/
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/* scene_preloader.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#include "scene_preloader.h"
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#include "globals.h"
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bool ScenePreloader::can_instance() const {
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return nodes.size()>0;
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}
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Node *ScenePreloader::instance() const {
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int nc = nodes.size();
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ERR_FAIL_COND_V(nc==0,NULL);
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const StringName*snames=NULL;
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int sname_count=names.size();
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if (sname_count)
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snames=&names[0];
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const Variant*props=NULL;
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int prop_count=variants.size();
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if (prop_count)
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props=&variants[0];
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Vector<Variant> properties;
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const NodeData *nd = &nodes[0];
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Node **ret_nodes=(Node**)alloca( sizeof(Node*)*nc );
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for(int i=0;i<nc;i++) {
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const NodeData &n=nd[i];
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if (!ObjectTypeDB::is_type_enabled(snames[n.type])) {
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ret_nodes[i]=NULL;
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continue;
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}
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Object * obj = ObjectTypeDB::instance(snames[ n.type ]);
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ERR_FAIL_COND_V(!obj,NULL);
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Node *node = obj->cast_to<Node>();
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ERR_FAIL_COND_V(!node,NULL);
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int nprop_count=n.properties.size();
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if (nprop_count) {
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const NodeData::Property* nprops=&n.properties[0];
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for(int j=0;j<nprop_count;j++) {
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bool valid;
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node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
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}
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}
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node->set_name( snames[ n.name ] );
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ret_nodes[i]=node;
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if (i>0) {
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ERR_FAIL_INDEX_V(n.parent,i,NULL);
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ERR_FAIL_COND_V(!ret_nodes[n.parent],NULL);
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ret_nodes[n.parent]->add_child(node);
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}
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}
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//do connections
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int cc = connections.size();
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const ConnectionData *cdata = connections.ptr();
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for(int i=0;i<cc;i++) {
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const ConnectionData &c=cdata[i];
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ERR_FAIL_INDEX_V( c.from, nc, NULL );
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ERR_FAIL_INDEX_V( c.to, nc, NULL );
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Vector<Variant> binds;
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if (c.binds.size()) {
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binds.resize(c.binds.size());
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for(int j=0;j<c.binds.size();j++)
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binds[j]=props[ c.binds[j] ];
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}
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if (!ret_nodes[c.from] || !ret_nodes[c.to])
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continue;
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ret_nodes[c.from]->connect( snames[ c.signal], ret_nodes[ c.to ], snames[ c.method], binds,CONNECT_PERSIST );
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}
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return ret_nodes[0];
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}
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static int _nm_get_string(const String& p_string, Map<StringName,int> &name_map) {
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if (name_map.has(p_string))
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return name_map[p_string];
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int idx = name_map.size();
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name_map[p_string]=idx;
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return idx;
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}
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static int _vm_get_variant(const Variant& p_variant, HashMap<Variant,int,VariantHasher> &variant_map) {
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if (variant_map.has(p_variant))
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return variant_map[p_variant];
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int idx = variant_map.size();
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variant_map[p_variant]=idx;
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return idx;
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}
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void ScenePreloader::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map) {
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if (p_node!=p_owner && !p_node->get_owner())
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return;
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NodeData nd;
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nd.name=_nm_get_string(p_node->get_name(),name_map);
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nd.type=_nm_get_string(p_node->get_type(),name_map);
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nd.parent=p_parent_idx;
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List<PropertyInfo> plist;
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p_node->get_property_list(&plist);
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for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {
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if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
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continue;
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NodeData::Property prop;
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prop.name=_nm_get_string(E->get().name,name_map);
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prop.value=_vm_get_variant( p_node->get( E->get().name ), variant_map);
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nd.properties.push_back(prop);
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}
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int idx = nodes.size();
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node_map[p_node]=idx;
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nodes.push_back(nd);
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for(int i=0;i<p_node->get_child_count();i++) {
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Node *c=p_node->get_child(i);
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_parse_node(p_owner,c,idx,name_map,variant_map,node_map);
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}
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}
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void ScenePreloader::_parse_connections(Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,bool p_instance) {
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List<MethodInfo> signals;
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p_node->get_signal_list(&signals);
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for(List<MethodInfo>::Element *E=signals.front();E;E=E->next()) {
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List<Node::Connection> conns;
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p_node->get_signal_connection_list(E->get().name,&conns);
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for(List<Node::Connection>::Element *F=conns.front();F;F=F->next()) {
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const Node::Connection &c = F->get();
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if (!(c.flags&CONNECT_PERSIST))
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continue;
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Node *n=c.target->cast_to<Node>();
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if (!n)
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continue;
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if (!node_map.has(n))
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continue;
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ConnectionData cd;
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cd.from=node_map[p_node];
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cd.to=node_map[n];
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cd.method=_nm_get_string(c.method,name_map);
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cd.signal=_nm_get_string(c.signal,name_map);
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for(int i=0;i<c.binds.size();i++) {
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cd.binds.push_back( _vm_get_variant(c.binds[i],variant_map));
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}
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connections.push_back(cd);
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}
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}
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}
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Error ScenePreloader::load_scene(const String& p_path) {
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return ERR_CANT_OPEN;
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#if 0
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if (path==p_path)
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return OK;
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String p=Globals::get_singleton()->localize_path(p_path);
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clear();
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Node *scene = SceneLoader::load(p);
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ERR_FAIL_COND_V(!scene,ERR_CANT_OPEN);
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path=p;
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Map<StringName,int> name_map;
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HashMap<Variant,int,VariantHasher> variant_map;
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Map<Node*,int> node_map;
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_parse_node(scene,scene,-1,name_map,variant_map,node_map);
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names.resize(name_map.size());
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for(Map<StringName,int>::Element *E=name_map.front();E;E=E->next()) {
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names[E->get()]=E->key();
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}
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variants.resize(variant_map.size());
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const Variant *K=NULL;
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while((K=variant_map.next(K))) {
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int idx = variant_map[*K];
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variants[idx]=*K;
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}
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memdelete(scene); // <- me falto esto :(
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return OK;
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#endif
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}
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String ScenePreloader::get_scene_path() const {
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return path;
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}
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void ScenePreloader::clear() {
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names.clear();
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variants.clear();
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nodes.clear();
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connections.clear();
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}
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void ScenePreloader::_set_bundled_scene(const Dictionary& d) {
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ERR_FAIL_COND( !d.has("names"));
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ERR_FAIL_COND( !d.has("variants"));
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ERR_FAIL_COND( !d.has("node_count"));
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ERR_FAIL_COND( !d.has("nodes"));
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ERR_FAIL_COND( !d.has("conn_count"));
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ERR_FAIL_COND( !d.has("conns"));
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ERR_FAIL_COND( !d.has("path"));
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DVector<String> snames = d["names"];
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if (snames.size()) {
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int namecount = snames.size();
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names.resize(namecount);
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DVector<String>::Read r =snames.read();
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for(int i=0;i<names.size();i++)
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names[i]=r[i];
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}
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Array svariants = d["variants"];
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if (svariants.size()) {
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int varcount=svariants.size();
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variants.resize(varcount);
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for(int i=0;i<varcount;i++) {
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variants[i]=svariants[i];
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}
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} else {
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variants.clear();
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}
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nodes.resize(d["node_count"]);
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int nc=nodes.size();
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if (nc) {
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DVector<int> snodes = d["nodes"];
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DVector<int>::Read r = snodes.read();
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int idx=0;
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for(int i=0;i<nc;i++) {
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NodeData &nd = nodes[i];
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nd.parent=r[idx++];
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nd.type=r[idx++];
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nd.name=r[idx++];
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nd.properties.resize(r[idx++]);
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for(int j=0;j<nd.properties.size();j++) {
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nd.properties[j].name=r[idx++];
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nd.properties[j].value=r[idx++];
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}
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}
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}
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connections.resize(d["conn_count"]);
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int cc=connections.size();
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if (cc) {
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DVector<int> sconns = d["conns"];
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DVector<int>::Read r = sconns.read();
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int idx=0;
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for(int i=0;i<nc;i++) {
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ConnectionData &cd = connections[nc];
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cd.from=r[idx++];
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cd.to=r[idx++];
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cd.signal=r[idx++];
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cd.method=r[idx++];
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cd.binds.resize(r[idx++]);
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for(int j=0;j<cd.binds.size();j++) {
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cd.binds[j]=r[idx++];
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}
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}
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}
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path=d["path"];
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}
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Dictionary ScenePreloader::_get_bundled_scene() const {
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DVector<String> rnames;
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rnames.resize(names.size());
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if (names.size()) {
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DVector<String>::Write r=rnames.write();
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for(int i=0;i<names.size();i++)
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r[i]=names[i];
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}
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Dictionary d;
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d["names"]=rnames;
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d["variants"]=variants;
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Vector<int> rnodes;
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d["node_count"]=nodes.size();
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for(int i=0;i<nodes.size();i++) {
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const NodeData &nd=nodes[i];
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rnodes.push_back(nd.parent);
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rnodes.push_back(nd.type);
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rnodes.push_back(nd.name);
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rnodes.push_back(nd.properties.size());
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for(int j=0;j<nd.properties.size();j++) {
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rnodes.push_back(nd.properties[j].name);
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rnodes.push_back(nd.properties[j].value);
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}
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}
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d["nodes"]=rnodes;
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Vector<int> rconns;
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d["conn_count"]=connections.size();
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for(int i=0;i<connections.size();i++) {
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const ConnectionData &cd=connections[i];
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rconns.push_back(cd.from);
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rconns.push_back(cd.to);
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rconns.push_back(cd.signal);
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rconns.push_back(cd.method);
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rconns.push_back(cd.binds.size());
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for(int j=0;j<cd.binds.size();j++)
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rconns.push_back(cd.binds[j]);
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}
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d["conns"]=rconns;
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d["path"]=path;
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return d;
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}
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void ScenePreloader::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("load_scene","path"),&ScenePreloader::load_scene);
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ObjectTypeDB::bind_method(_MD("get_scene_path"),&ScenePreloader::get_scene_path);
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ObjectTypeDB::bind_method(_MD("instance:Node"),&ScenePreloader::instance);
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ObjectTypeDB::bind_method(_MD("can_instance"),&ScenePreloader::can_instance);
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ObjectTypeDB::bind_method(_MD("_set_bundled_scene"),&ScenePreloader::_set_bundled_scene);
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ObjectTypeDB::bind_method(_MD("_get_bundled_scene"),&ScenePreloader::_get_bundled_scene);
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ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_bundled",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_BUNDLE),_SCS("_set_bundled_scene"),_SCS("_get_bundled_scene"));
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#if 0
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List<String> extensions;
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SceneLoader::get_recognized_extensions(&extensions);
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String exthint;
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for (List<String>::Element*E=extensions.front();E;E=E->next()) {
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if (exthint!="")
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exthint+=",";
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exthint+="*."+E->get();
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}
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exthint+="; Scenes";
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ADD_PROPERTY( PropertyInfo(Variant::STRING,"scene",PROPERTY_HINT_FILE,exthint),_SCS("load_scene"),_SCS("get_scene_path"));
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#endif
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}
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ScenePreloader::ScenePreloader() {
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}
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