33b5c57199
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
1765 lines
53 KiB
C++
1765 lines
53 KiB
C++
/*************************************************************************/
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/* scene_tree.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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_tree.h"
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#include "core/io/marshalls.h"
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#include "core/io/resource_loader.h"
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#include "core/message_queue.h"
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#include "core/os/dir_access.h"
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#include "core/os/keyboard.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "core/project_settings.h"
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#include "core/script_debugger_remote.h"
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#include "main/input_default.h"
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#include "node.h"
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#include "scene/debugger/scene_debugger.h"
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#include "scene/resources/dynamic_font.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/scene_string_names.h"
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#include "servers/navigation_server.h"
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#include "servers/physics_2d_server.h"
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#include "servers/physics_server.h"
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#include "viewport.h"
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#include <stdio.h>
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void SceneTreeTimer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
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ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_left"), "set_time_left", "get_time_left");
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ADD_SIGNAL(MethodInfo("timeout"));
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}
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void SceneTreeTimer::set_time_left(float p_time) {
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time_left = p_time;
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}
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float SceneTreeTimer::get_time_left() const {
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return time_left;
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}
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void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
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process_pause = p_pause_mode_process;
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}
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bool SceneTreeTimer::is_pause_mode_process() {
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return process_pause;
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}
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void SceneTreeTimer::release_connections() {
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List<Connection> connections;
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get_all_signal_connections(&connections);
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for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
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Connection const &connection = E->get();
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disconnect_compat(connection.signal.get_name(), connection.callable.get_object(), connection.callable.get_method());
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}
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}
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SceneTreeTimer::SceneTreeTimer() {
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time_left = 0;
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process_pause = true;
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}
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void SceneTree::tree_changed() {
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tree_version++;
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emit_signal(tree_changed_name);
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}
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void SceneTree::node_added(Node *p_node) {
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emit_signal(node_added_name, p_node);
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}
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void SceneTree::node_removed(Node *p_node) {
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if (current_scene == p_node) {
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current_scene = NULL;
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}
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emit_signal(node_removed_name, p_node);
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if (call_lock > 0)
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call_skip.insert(p_node);
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}
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void SceneTree::node_renamed(Node *p_node) {
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emit_signal(node_renamed_name, p_node);
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}
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SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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E = group_map.insert(p_group, Group());
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}
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ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + ".");
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E->get().nodes.push_back(p_node);
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//E->get().last_tree_version=0;
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E->get().changed = true;
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return &E->get();
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}
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void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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ERR_FAIL_COND(!E);
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E->get().nodes.erase(p_node);
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if (E->get().nodes.empty())
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group_map.erase(E);
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}
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void SceneTree::make_group_changed(const StringName &p_group) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (E)
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E->get().changed = true;
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}
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void SceneTree::flush_transform_notifications() {
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SelfList<Node> *n = xform_change_list.first();
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while (n) {
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Node *node = n->self();
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SelfList<Node> *nx = n->next();
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xform_change_list.remove(n);
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n = nx;
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node->notification(NOTIFICATION_TRANSFORM_CHANGED);
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}
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}
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void SceneTree::_flush_ugc() {
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ugc_locked = true;
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while (unique_group_calls.size()) {
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Map<UGCall, Vector<Variant> >::Element *E = unique_group_calls.front();
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Variant v[VARIANT_ARG_MAX];
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for (int i = 0; i < E->get().size(); i++)
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v[i] = E->get()[i];
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call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4]);
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unique_group_calls.erase(E);
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}
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ugc_locked = false;
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}
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void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
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if (!g.changed)
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return;
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if (g.nodes.empty())
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return;
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Node **nodes = g.nodes.ptrw();
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int node_count = g.nodes.size();
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if (p_use_priority) {
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SortArray<Node *, Node::ComparatorWithPriority> node_sort;
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node_sort.sort(nodes, node_count);
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} else {
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SortArray<Node *, Node::Comparator> node_sort;
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node_sort.sort(nodes, node_count);
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}
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g.changed = false;
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}
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void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E)
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return;
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Group &g = E->get();
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if (g.nodes.empty())
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return;
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if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
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ERR_FAIL_COND(ugc_locked);
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UGCall ug;
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ug.call = p_function;
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ug.group = p_group;
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if (unique_group_calls.has(ug))
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return;
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VARIANT_ARGPTRS;
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Vector<Variant> args;
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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if (argptr[i]->get_type() == Variant::NIL)
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break;
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args.push_back(*argptr[i]);
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}
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unique_group_calls[ug] = args;
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i]))
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continue;
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (p_call_flags & GROUP_CALL_MULTILEVEL)
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nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
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else
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nodes[i]->call(p_function, VARIANT_ARG_PASS);
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} else
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MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i]))
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continue;
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (p_call_flags & GROUP_CALL_MULTILEVEL)
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nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
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else
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nodes[i]->call(p_function, VARIANT_ARG_PASS);
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} else
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MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
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}
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}
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call_lock--;
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if (call_lock == 0)
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call_skip.clear();
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}
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void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E)
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return;
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Group &g = E->get();
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if (g.nodes.empty())
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return;
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i]))
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continue;
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if (p_call_flags & GROUP_CALL_REALTIME)
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nodes[i]->notification(p_notification);
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else
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MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i]))
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continue;
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if (p_call_flags & GROUP_CALL_REALTIME)
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nodes[i]->notification(p_notification);
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else
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MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
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}
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}
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call_lock--;
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if (call_lock == 0)
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call_skip.clear();
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}
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void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E)
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return;
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Group &g = E->get();
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if (g.nodes.empty())
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return;
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i]))
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continue;
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if (p_call_flags & GROUP_CALL_REALTIME)
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nodes[i]->set(p_name, p_value);
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else
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MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i]))
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continue;
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if (p_call_flags & GROUP_CALL_REALTIME)
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nodes[i]->set(p_name, p_value);
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else
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MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
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}
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}
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call_lock--;
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if (call_lock == 0)
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call_skip.clear();
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}
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void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
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call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS);
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}
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void SceneTree::notify_group(const StringName &p_group, int p_notification) {
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notify_group_flags(0, p_group, p_notification);
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}
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void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
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set_group_flags(0, p_group, p_name, p_value);
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}
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void SceneTree::set_input_as_handled() {
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input_handled = true;
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}
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void SceneTree::input_text(const String &p_text) {
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root_lock++;
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
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root_lock--;
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}
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bool SceneTree::is_input_handled() {
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return input_handled;
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}
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void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_event.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_event)))
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return; //avoid joy input on editor
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current_event++;
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root_lock++;
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input_handled = false;
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// Don't make const ref unless you can find and fix what caused GH-34691.
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Ref<InputEvent> ev = p_event;
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MainLoop::input_event(ev);
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
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if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
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//quit from game window using F8
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Ref<InputEventKey> k = ev;
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if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_scancode() == KEY_F8) {
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ScriptDebugger::get_singleton()->request_quit();
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}
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}
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_flush_ugc();
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root_lock--;
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//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
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root_lock++;
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if (!input_handled) {
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
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_flush_ugc();
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// input_handled = true; - no reason to set this as handled
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root_lock--;
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//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
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} else {
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// input_handled = true; - no reason to set this as handled
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root_lock--;
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}
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_call_idle_callbacks();
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}
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void SceneTree::init() {
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initialized = true;
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root->_set_tree(this);
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MainLoop::init();
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}
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bool SceneTree::iteration(float p_time) {
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root_lock++;
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current_frame++;
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flush_transform_notifications();
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MainLoop::iteration(p_time);
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physics_process_time = p_time;
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emit_signal("physics_frame");
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_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
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_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
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_flush_ugc();
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MessageQueue::get_singleton()->flush(); //small little hack
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flush_transform_notifications();
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
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root_lock--;
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_flush_delete_queue();
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_call_idle_callbacks();
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return _quit;
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}
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void SceneTree::_update_font_oversampling(float p_ratio) {
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if (use_font_oversampling) {
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DynamicFontAtSize::font_oversampling = p_ratio;
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DynamicFont::update_oversampling();
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}
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}
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bool SceneTree::idle(float p_time) {
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//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
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//print_line("node count: "+itos(get_node_count()));
|
|
//print_line("TEXTURE RAM: "+itos(VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED)));
|
|
|
|
root_lock++;
|
|
|
|
MainLoop::idle(p_time);
|
|
|
|
idle_process_time = p_time;
|
|
|
|
if (multiplayer_poll) {
|
|
multiplayer->poll();
|
|
}
|
|
|
|
emit_signal("idle_frame");
|
|
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
|
|
flush_transform_notifications();
|
|
|
|
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
|
|
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
|
|
|
|
Size2 win_size = Size2(OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
|
|
|
|
if (win_size != last_screen_size) {
|
|
|
|
last_screen_size = win_size;
|
|
_update_root_rect();
|
|
emit_signal("screen_resized");
|
|
}
|
|
|
|
_flush_ugc();
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
|
|
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
|
|
|
|
root_lock--;
|
|
|
|
_flush_delete_queue();
|
|
|
|
//go through timers
|
|
|
|
List<Ref<SceneTreeTimer> >::Element *L = timers.back(); //last element
|
|
|
|
for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E;) {
|
|
|
|
List<Ref<SceneTreeTimer> >::Element *N = E->next();
|
|
if (pause && !E->get()->is_pause_mode_process()) {
|
|
if (E == L) {
|
|
break; //break on last, so if new timers were added during list traversal, ignore them.
|
|
}
|
|
E = N;
|
|
continue;
|
|
}
|
|
float time_left = E->get()->get_time_left();
|
|
time_left -= p_time;
|
|
E->get()->set_time_left(time_left);
|
|
|
|
if (time_left < 0) {
|
|
E->get()->emit_signal("timeout");
|
|
timers.erase(E);
|
|
}
|
|
if (E == L) {
|
|
break; //break on last, so if new timers were added during list traversal, ignore them.
|
|
}
|
|
E = N;
|
|
}
|
|
|
|
flush_transform_notifications(); //additional transforms after timers update
|
|
|
|
_call_idle_callbacks();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
//simple hack to reload fallback environment if it changed from editor
|
|
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
|
|
env_path = env_path.strip_edges(); //user may have added a space or two
|
|
String cpath;
|
|
Ref<Environment> fallback = get_root()->get_world()->get_fallback_environment();
|
|
if (fallback.is_valid()) {
|
|
cpath = fallback->get_path();
|
|
}
|
|
if (cpath != env_path) {
|
|
|
|
if (env_path != String()) {
|
|
fallback = ResourceLoader::load(env_path);
|
|
if (fallback.is_null()) {
|
|
//could not load fallback, set as empty
|
|
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
|
|
}
|
|
} else {
|
|
fallback.unref();
|
|
}
|
|
get_root()->get_world()->set_fallback_environment(fallback);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
return _quit;
|
|
}
|
|
|
|
void SceneTree::finish() {
|
|
|
|
_flush_delete_queue();
|
|
|
|
_flush_ugc();
|
|
|
|
initialized = false;
|
|
|
|
MainLoop::finish();
|
|
|
|
if (root) {
|
|
root->_set_tree(NULL);
|
|
root->_propagate_after_exit_tree();
|
|
memdelete(root); //delete root
|
|
root = NULL;
|
|
}
|
|
|
|
// cleanup timers
|
|
for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E; E = E->next()) {
|
|
E->get()->release_connections();
|
|
}
|
|
timers.clear();
|
|
}
|
|
|
|
void SceneTree::quit(int p_exit_code) {
|
|
|
|
if (p_exit_code >= 0) {
|
|
// Override the exit code if a positive argument is given (the default is `-1`).
|
|
// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
|
|
OS::get_singleton()->set_exit_code(p_exit_code);
|
|
}
|
|
|
|
_quit = true;
|
|
}
|
|
|
|
void SceneTree::_notification(int p_notification) {
|
|
|
|
switch (p_notification) {
|
|
|
|
case NOTIFICATION_WM_QUIT_REQUEST: {
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
|
|
if (accept_quit) {
|
|
_quit = true;
|
|
break;
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_WM_GO_BACK_REQUEST: {
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
|
|
if (quit_on_go_back) {
|
|
_quit = true;
|
|
break;
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_WM_FOCUS_IN: {
|
|
|
|
InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
|
|
if (id) {
|
|
id->ensure_touch_mouse_raised();
|
|
}
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
} break;
|
|
|
|
case NOTIFICATION_TRANSLATION_CHANGED: {
|
|
if (!Engine::get_singleton()->is_editor_hint()) {
|
|
get_root()->propagate_notification(p_notification);
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
|
|
|
|
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
|
|
} break;
|
|
|
|
case NOTIFICATION_OS_MEMORY_WARNING:
|
|
case NOTIFICATION_OS_IME_UPDATE:
|
|
case NOTIFICATION_WM_MOUSE_ENTER:
|
|
case NOTIFICATION_WM_MOUSE_EXIT:
|
|
case NOTIFICATION_WM_FOCUS_OUT:
|
|
case NOTIFICATION_WM_ABOUT:
|
|
case NOTIFICATION_CRASH:
|
|
case NOTIFICATION_APP_RESUMED:
|
|
case NOTIFICATION_APP_PAUSED: {
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
} break;
|
|
|
|
default:
|
|
break;
|
|
};
|
|
};
|
|
|
|
void SceneTree::set_auto_accept_quit(bool p_enable) {
|
|
|
|
accept_quit = p_enable;
|
|
}
|
|
|
|
void SceneTree::set_quit_on_go_back(bool p_enable) {
|
|
|
|
quit_on_go_back = p_enable;
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
bool SceneTree::is_node_being_edited(const Node *p_node) const {
|
|
|
|
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node);
|
|
}
|
|
#endif
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
|
|
|
|
debug_collisions_hint = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_debugging_collisions_hint() const {
|
|
|
|
return debug_collisions_hint;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
|
|
|
|
debug_navigation_hint = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_debugging_navigation_hint() const {
|
|
|
|
return debug_navigation_hint;
|
|
}
|
|
#endif
|
|
|
|
void SceneTree::set_debug_collisions_color(const Color &p_color) {
|
|
|
|
debug_collisions_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_collisions_color() const {
|
|
|
|
return debug_collisions_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
|
|
|
|
debug_collision_contact_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_collision_contact_color() const {
|
|
|
|
return debug_collision_contact_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_color(const Color &p_color) {
|
|
|
|
debug_navigation_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_navigation_color() const {
|
|
|
|
return debug_navigation_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_disabled_color(const Color &p_color) {
|
|
|
|
debug_navigation_disabled_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_navigation_disabled_color() const {
|
|
|
|
return debug_navigation_disabled_color;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_navigation_material() {
|
|
|
|
if (navigation_material.is_valid())
|
|
return navigation_material;
|
|
|
|
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_navigation_color());
|
|
|
|
navigation_material = line_material;
|
|
|
|
return navigation_material;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
|
|
|
|
if (navigation_disabled_material.is_valid())
|
|
return navigation_disabled_material;
|
|
|
|
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_navigation_disabled_color());
|
|
|
|
navigation_disabled_material = line_material;
|
|
|
|
return navigation_disabled_material;
|
|
}
|
|
Ref<Material> SceneTree::get_debug_collision_material() {
|
|
|
|
if (collision_material.is_valid())
|
|
return collision_material;
|
|
|
|
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_collisions_color());
|
|
|
|
collision_material = line_material;
|
|
|
|
return collision_material;
|
|
}
|
|
|
|
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
|
|
|
|
if (debug_contact_mesh.is_valid())
|
|
return debug_contact_mesh;
|
|
|
|
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
|
|
|
|
Ref<StandardMaterial3D> mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
|
|
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
|
|
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
mat->set_albedo(get_debug_collision_contact_color());
|
|
|
|
Vector3 diamond[6] = {
|
|
Vector3(-1, 0, 0),
|
|
Vector3(1, 0, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 1, 0),
|
|
Vector3(0, 0, -1),
|
|
Vector3(0, 0, 1)
|
|
};
|
|
|
|
/* clang-format off */
|
|
int diamond_faces[8 * 3] = {
|
|
0, 2, 4,
|
|
0, 3, 4,
|
|
1, 2, 4,
|
|
1, 3, 4,
|
|
0, 2, 5,
|
|
0, 3, 5,
|
|
1, 2, 5,
|
|
1, 3, 5,
|
|
};
|
|
/* clang-format on */
|
|
|
|
Vector<int> indices;
|
|
for (int i = 0; i < 8 * 3; i++)
|
|
indices.push_back(diamond_faces[i]);
|
|
|
|
Vector<Vector3> vertices;
|
|
for (int i = 0; i < 6; i++)
|
|
vertices.push_back(diamond[i] * 0.1);
|
|
|
|
Array arr;
|
|
arr.resize(Mesh::ARRAY_MAX);
|
|
arr[Mesh::ARRAY_VERTEX] = vertices;
|
|
arr[Mesh::ARRAY_INDEX] = indices;
|
|
|
|
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
|
|
debug_contact_mesh->surface_set_material(0, mat);
|
|
|
|
return debug_contact_mesh;
|
|
}
|
|
|
|
void SceneTree::set_pause(bool p_enabled) {
|
|
|
|
if (p_enabled == pause)
|
|
return;
|
|
pause = p_enabled;
|
|
NavigationServer::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer::get_singleton()->set_active(!p_enabled);
|
|
Physics2DServer::get_singleton()->set_active(!p_enabled);
|
|
if (get_root())
|
|
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
|
|
}
|
|
|
|
bool SceneTree::is_paused() const {
|
|
|
|
return pause;
|
|
}
|
|
|
|
void SceneTree::_call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input) {
|
|
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E)
|
|
return;
|
|
Group &g = E->get();
|
|
if (g.nodes.empty())
|
|
return;
|
|
|
|
_update_group_order(g);
|
|
|
|
//copy, so copy on write happens in case something is removed from process while being called
|
|
//performance is not lost because only if something is added/removed the vector is copied.
|
|
Vector<Node *> nodes_copy = g.nodes;
|
|
|
|
int node_count = nodes_copy.size();
|
|
Node **nodes = nodes_copy.ptrw();
|
|
|
|
Variant arg = p_input;
|
|
const Variant *v[1] = { &arg };
|
|
|
|
call_lock++;
|
|
|
|
for (int i = node_count - 1; i >= 0; i--) {
|
|
|
|
if (input_handled)
|
|
break;
|
|
|
|
Node *n = nodes[i];
|
|
if (call_lock && call_skip.has(n))
|
|
continue;
|
|
|
|
if (!n->can_process())
|
|
continue;
|
|
|
|
n->call_multilevel(p_method, (const Variant **)v, 1);
|
|
//ERR_FAIL_COND(node_count != g.nodes.size());
|
|
}
|
|
|
|
call_lock--;
|
|
if (call_lock == 0)
|
|
call_skip.clear();
|
|
}
|
|
|
|
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
|
|
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E)
|
|
return;
|
|
Group &g = E->get();
|
|
if (g.nodes.empty())
|
|
return;
|
|
|
|
_update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
|
|
|
|
//copy, so copy on write happens in case something is removed from process while being called
|
|
//performance is not lost because only if something is added/removed the vector is copied.
|
|
Vector<Node *> nodes_copy = g.nodes;
|
|
|
|
int node_count = nodes_copy.size();
|
|
Node **nodes = nodes_copy.ptrw();
|
|
|
|
call_lock++;
|
|
|
|
for (int i = 0; i < node_count; i++) {
|
|
|
|
Node *n = nodes[i];
|
|
if (call_lock && call_skip.has(n))
|
|
continue;
|
|
|
|
if (!n->can_process())
|
|
continue;
|
|
if (!n->can_process_notification(p_notification))
|
|
continue;
|
|
|
|
n->notification(p_notification);
|
|
//ERR_FAIL_COND(node_count != g.nodes.size());
|
|
}
|
|
|
|
call_lock--;
|
|
if (call_lock == 0)
|
|
call_skip.clear();
|
|
}
|
|
|
|
/*
|
|
void SceneMainLoop::_update_listener_2d() {
|
|
|
|
if (listener_2d.is_valid()) {
|
|
|
|
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
|
|
}
|
|
|
|
}
|
|
*/
|
|
|
|
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
|
|
|
|
r_error.error = Callable::CallError::CALL_OK;
|
|
|
|
ERR_FAIL_COND_V(p_argcount < 3, Variant());
|
|
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
|
|
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
|
|
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING, Variant());
|
|
|
|
int flags = *p_args[0];
|
|
StringName group = *p_args[1];
|
|
StringName method = *p_args[2];
|
|
Variant v[VARIANT_ARG_MAX];
|
|
|
|
for (int i = 0; i < MIN(p_argcount - 3, 5); i++) {
|
|
|
|
v[i] = *p_args[i + 3];
|
|
}
|
|
|
|
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4]);
|
|
return Variant();
|
|
}
|
|
|
|
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
|
|
|
|
r_error.error = Callable::CallError::CALL_OK;
|
|
|
|
ERR_FAIL_COND_V(p_argcount < 2, Variant());
|
|
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING, Variant());
|
|
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
|
|
|
|
StringName group = *p_args[0];
|
|
StringName method = *p_args[1];
|
|
Variant v[VARIANT_ARG_MAX];
|
|
|
|
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
|
|
|
|
v[i] = *p_args[i + 2];
|
|
}
|
|
|
|
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
|
|
return Variant();
|
|
}
|
|
|
|
int64_t SceneTree::get_frame() const {
|
|
|
|
return current_frame;
|
|
}
|
|
int64_t SceneTree::get_event_count() const {
|
|
|
|
return current_event;
|
|
}
|
|
|
|
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
|
|
|
|
Array ret;
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E)
|
|
return ret;
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
int nc = E->get().nodes.size();
|
|
if (nc == 0)
|
|
return ret;
|
|
|
|
ret.resize(nc);
|
|
|
|
Node **ptr = E->get().nodes.ptrw();
|
|
for (int i = 0; i < nc; i++) {
|
|
|
|
ret[i] = ptr[i];
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool SceneTree::has_group(const StringName &p_identifier) const {
|
|
|
|
return group_map.has(p_identifier);
|
|
}
|
|
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
|
|
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E)
|
|
return;
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
int nc = E->get().nodes.size();
|
|
if (nc == 0)
|
|
return;
|
|
Node **ptr = E->get().nodes.ptrw();
|
|
for (int i = 0; i < nc; i++) {
|
|
|
|
p_list->push_back(ptr[i]);
|
|
}
|
|
}
|
|
|
|
void SceneTree::_flush_delete_queue() {
|
|
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
while (delete_queue.size()) {
|
|
|
|
Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
|
|
if (obj) {
|
|
memdelete(obj);
|
|
}
|
|
delete_queue.pop_front();
|
|
}
|
|
}
|
|
|
|
void SceneTree::queue_delete(Object *p_object) {
|
|
|
|
_THREAD_SAFE_METHOD_
|
|
ERR_FAIL_NULL(p_object);
|
|
p_object->_is_queued_for_deletion = true;
|
|
delete_queue.push_back(p_object->get_instance_id());
|
|
}
|
|
|
|
int SceneTree::get_node_count() const {
|
|
|
|
return node_count;
|
|
}
|
|
|
|
void SceneTree::_update_root_rect() {
|
|
|
|
if (stretch_mode == STRETCH_MODE_DISABLED) {
|
|
|
|
_update_font_oversampling(1.0);
|
|
root->set_size((last_screen_size / stretch_shrink).floor());
|
|
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
|
|
root->set_size_override_stretch(false);
|
|
root->set_size_override(false, Size2());
|
|
root->update_canvas_items();
|
|
return; //user will take care
|
|
}
|
|
|
|
//actual screen video mode
|
|
Size2 video_mode = Size2(OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
|
|
Size2 desired_res = stretch_min;
|
|
|
|
Size2 viewport_size;
|
|
Size2 screen_size;
|
|
|
|
float viewport_aspect = desired_res.aspect();
|
|
float video_mode_aspect = video_mode.aspect();
|
|
|
|
if (use_font_oversampling && stretch_aspect == STRETCH_ASPECT_IGNORE) {
|
|
WARN_PRINT("Font oversampling only works with the resize modes 'Keep Width', 'Keep Height', and 'Expand'.");
|
|
}
|
|
|
|
if (stretch_aspect == STRETCH_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) {
|
|
//same aspect or ignore aspect
|
|
viewport_size = desired_res;
|
|
screen_size = video_mode;
|
|
} else if (viewport_aspect < video_mode_aspect) {
|
|
// screen ratio is smaller vertically
|
|
|
|
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
|
|
|
|
//will stretch horizontally
|
|
viewport_size.x = desired_res.y * video_mode_aspect;
|
|
viewport_size.y = desired_res.y;
|
|
screen_size = video_mode;
|
|
|
|
} else {
|
|
//will need black bars
|
|
viewport_size = desired_res;
|
|
screen_size.x = video_mode.y * viewport_aspect;
|
|
screen_size.y = video_mode.y;
|
|
}
|
|
} else {
|
|
//screen ratio is smaller horizontally
|
|
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
|
|
|
|
//will stretch horizontally
|
|
viewport_size.x = desired_res.x;
|
|
viewport_size.y = desired_res.x / video_mode_aspect;
|
|
screen_size = video_mode;
|
|
|
|
} else {
|
|
//will need black bars
|
|
viewport_size = desired_res;
|
|
screen_size.x = video_mode.x;
|
|
screen_size.y = video_mode.x / viewport_aspect;
|
|
}
|
|
}
|
|
|
|
screen_size = screen_size.floor();
|
|
viewport_size = viewport_size.floor();
|
|
|
|
Size2 margin;
|
|
Size2 offset;
|
|
//black bars and margin
|
|
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
|
|
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
|
|
VisualServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
|
|
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
|
|
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
|
|
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
|
|
VisualServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
|
|
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
|
|
} else {
|
|
VisualServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
|
|
}
|
|
|
|
switch (stretch_mode) {
|
|
case STRETCH_MODE_DISABLED: {
|
|
// Already handled above
|
|
_update_font_oversampling(1.0);
|
|
} break;
|
|
case STRETCH_MODE_2D: {
|
|
|
|
_update_font_oversampling(screen_size.x / viewport_size.x); //screen / viewport radio drives oversampling
|
|
root->set_size((screen_size / stretch_shrink).floor());
|
|
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
|
|
root->set_size_override_stretch(true);
|
|
root->set_size_override(true, (viewport_size / stretch_shrink).floor());
|
|
root->update_canvas_items(); //force them to update just in case
|
|
|
|
} break;
|
|
case STRETCH_MODE_VIEWPORT: {
|
|
|
|
_update_font_oversampling(1.0);
|
|
root->set_size((viewport_size / stretch_shrink).floor());
|
|
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
|
|
root->set_size_override_stretch(false);
|
|
root->set_size_override(false, Size2());
|
|
root->update_canvas_items(); //force them to update just in case
|
|
|
|
if (use_font_oversampling) {
|
|
WARN_PRINT("Font oversampling does not work in 'Viewport' stretch mode, only '2D'.");
|
|
}
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_shrink) {
|
|
|
|
stretch_mode = p_mode;
|
|
stretch_aspect = p_aspect;
|
|
stretch_min = p_minsize;
|
|
stretch_shrink = p_shrink;
|
|
_update_root_rect();
|
|
}
|
|
|
|
void SceneTree::set_edited_scene_root(Node *p_node) {
|
|
#ifdef TOOLS_ENABLED
|
|
edited_scene_root = p_node;
|
|
#endif
|
|
}
|
|
|
|
Node *SceneTree::get_edited_scene_root() const {
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
return edited_scene_root;
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
void SceneTree::set_current_scene(Node *p_scene) {
|
|
|
|
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
|
|
current_scene = p_scene;
|
|
}
|
|
|
|
Node *SceneTree::get_current_scene() const {
|
|
|
|
return current_scene;
|
|
}
|
|
|
|
void SceneTree::_change_scene(Node *p_to) {
|
|
|
|
if (current_scene) {
|
|
memdelete(current_scene);
|
|
current_scene = NULL;
|
|
}
|
|
|
|
// If we're quitting, abort.
|
|
if (unlikely(_quit)) {
|
|
if (p_to) { // Prevent memory leak.
|
|
memdelete(p_to);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (p_to) {
|
|
current_scene = p_to;
|
|
root->add_child(p_to);
|
|
}
|
|
}
|
|
|
|
Error SceneTree::change_scene(const String &p_path) {
|
|
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
|
|
if (new_scene.is_null())
|
|
return ERR_CANT_OPEN;
|
|
|
|
return change_scene_to(new_scene);
|
|
}
|
|
|
|
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
|
|
Node *new_scene = NULL;
|
|
if (p_scene.is_valid()) {
|
|
new_scene = p_scene->instance();
|
|
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
|
|
}
|
|
|
|
call_deferred("_change_scene", new_scene);
|
|
return OK;
|
|
}
|
|
|
|
Error SceneTree::reload_current_scene() {
|
|
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
|
|
String fname = current_scene->get_filename();
|
|
return change_scene(fname);
|
|
}
|
|
|
|
void SceneTree::add_current_scene(Node *p_current) {
|
|
|
|
current_scene = p_current;
|
|
root->add_child(p_current);
|
|
}
|
|
|
|
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
|
|
|
|
emit_signal("files_dropped", p_files, p_from_screen);
|
|
MainLoop::drop_files(p_files, p_from_screen);
|
|
}
|
|
|
|
void SceneTree::global_menu_action(const Variant &p_id, const Variant &p_meta) {
|
|
|
|
emit_signal("global_menu_action", p_id, p_meta);
|
|
MainLoop::global_menu_action(p_id, p_meta);
|
|
}
|
|
|
|
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
|
|
|
|
Ref<SceneTreeTimer> stt;
|
|
stt.instance();
|
|
stt->set_pause_mode_process(p_process_pause);
|
|
stt->set_time_left(p_delay_sec);
|
|
timers.push_back(stt);
|
|
return stt;
|
|
}
|
|
|
|
void SceneTree::_network_peer_connected(int p_id) {
|
|
|
|
emit_signal("network_peer_connected", p_id);
|
|
}
|
|
|
|
void SceneTree::_network_peer_disconnected(int p_id) {
|
|
|
|
emit_signal("network_peer_disconnected", p_id);
|
|
}
|
|
|
|
void SceneTree::_connected_to_server() {
|
|
|
|
emit_signal("connected_to_server");
|
|
}
|
|
|
|
void SceneTree::_connection_failed() {
|
|
|
|
emit_signal("connection_failed");
|
|
}
|
|
|
|
void SceneTree::_server_disconnected() {
|
|
|
|
emit_signal("server_disconnected");
|
|
}
|
|
|
|
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
|
|
return multiplayer;
|
|
}
|
|
|
|
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
|
|
multiplayer_poll = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_multiplayer_poll_enabled() const {
|
|
return multiplayer_poll;
|
|
}
|
|
|
|
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
|
|
ERR_FAIL_COND(!p_multiplayer.is_valid());
|
|
|
|
if (multiplayer.is_valid()) {
|
|
multiplayer->disconnect_compat("network_peer_connected", this, "_network_peer_connected");
|
|
multiplayer->disconnect_compat("network_peer_disconnected", this, "_network_peer_disconnected");
|
|
multiplayer->disconnect_compat("connected_to_server", this, "_connected_to_server");
|
|
multiplayer->disconnect_compat("connection_failed", this, "_connection_failed");
|
|
multiplayer->disconnect_compat("server_disconnected", this, "_server_disconnected");
|
|
}
|
|
|
|
multiplayer = p_multiplayer;
|
|
multiplayer->set_root_node(root);
|
|
|
|
multiplayer->connect_compat("network_peer_connected", this, "_network_peer_connected");
|
|
multiplayer->connect_compat("network_peer_disconnected", this, "_network_peer_disconnected");
|
|
multiplayer->connect_compat("connected_to_server", this, "_connected_to_server");
|
|
multiplayer->connect_compat("connection_failed", this, "_connection_failed");
|
|
multiplayer->connect_compat("server_disconnected", this, "_server_disconnected");
|
|
}
|
|
|
|
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
|
|
|
|
multiplayer->set_network_peer(p_network_peer);
|
|
}
|
|
|
|
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
|
|
|
|
return multiplayer->get_network_peer();
|
|
}
|
|
|
|
bool SceneTree::is_network_server() const {
|
|
|
|
return multiplayer->is_network_server();
|
|
}
|
|
|
|
bool SceneTree::has_network_peer() const {
|
|
return multiplayer->has_network_peer();
|
|
}
|
|
|
|
int SceneTree::get_network_unique_id() const {
|
|
|
|
return multiplayer->get_network_unique_id();
|
|
}
|
|
|
|
Vector<int> SceneTree::get_network_connected_peers() const {
|
|
|
|
return multiplayer->get_network_connected_peers();
|
|
}
|
|
|
|
int SceneTree::get_rpc_sender_id() const {
|
|
return multiplayer->get_rpc_sender_id();
|
|
}
|
|
|
|
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
|
|
multiplayer->set_refuse_new_network_connections(p_refuse);
|
|
}
|
|
|
|
bool SceneTree::is_refusing_new_network_connections() const {
|
|
return multiplayer->is_refusing_new_network_connections();
|
|
}
|
|
|
|
void SceneTree::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
|
|
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
|
|
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
|
|
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
|
|
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
|
|
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
|
|
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
|
|
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
|
|
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
|
|
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
|
|
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
|
|
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
|
|
|
|
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "shrink"), &SceneTree::set_screen_stretch, DEFVAL(1));
|
|
|
|
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
|
|
|
|
MethodInfo mi;
|
|
mi.name = "call_group_flags";
|
|
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
|
|
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
|
|
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
|
|
|
|
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
|
|
|
|
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
|
|
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
|
|
|
|
MethodInfo mi2;
|
|
mi2.name = "call_group";
|
|
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
|
|
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
|
|
|
|
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
|
|
|
|
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
|
|
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
|
|
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
|
|
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
|
|
|
|
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
|
|
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
|
|
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
|
|
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
|
|
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
|
|
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
|
|
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
|
|
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
|
|
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
|
|
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
|
|
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
|
|
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
|
|
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
|
|
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
|
|
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling);
|
|
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
|
|
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
|
|
|
|
ADD_SIGNAL(MethodInfo("tree_changed"));
|
|
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("screen_resized"));
|
|
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
|
|
ADD_SIGNAL(MethodInfo("idle_frame"));
|
|
ADD_SIGNAL(MethodInfo("physics_frame"));
|
|
|
|
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::PACKED_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
|
|
ADD_SIGNAL(MethodInfo("global_menu_action", PropertyInfo(Variant::NIL, "id"), PropertyInfo(Variant::NIL, "meta")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("connected_to_server"));
|
|
ADD_SIGNAL(MethodInfo("connection_failed"));
|
|
ADD_SIGNAL(MethodInfo("server_disconnected"));
|
|
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
|
|
|
|
BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED);
|
|
BIND_ENUM_CONSTANT(STRETCH_MODE_2D);
|
|
BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT);
|
|
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND);
|
|
}
|
|
|
|
SceneTree *SceneTree::singleton = NULL;
|
|
|
|
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
|
|
int SceneTree::idle_callback_count = 0;
|
|
|
|
void SceneTree::_call_idle_callbacks() {
|
|
|
|
for (int i = 0; i < idle_callback_count; i++) {
|
|
idle_callbacks[i]();
|
|
}
|
|
}
|
|
|
|
void SceneTree::add_idle_callback(IdleCallback p_callback) {
|
|
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
|
|
idle_callbacks[idle_callback_count++] = p_callback;
|
|
}
|
|
|
|
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
|
|
|
|
if (use_font_oversampling == p_oversampling)
|
|
return;
|
|
|
|
use_font_oversampling = p_oversampling;
|
|
_update_root_rect();
|
|
}
|
|
|
|
bool SceneTree::is_using_font_oversampling() const {
|
|
return use_font_oversampling;
|
|
}
|
|
|
|
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
|
|
|
|
if (p_function == "change_scene") {
|
|
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
|
|
List<String> directories;
|
|
directories.push_back(dir_access->get_current_dir());
|
|
|
|
while (!directories.empty()) {
|
|
dir_access->change_dir(directories.back()->get());
|
|
directories.pop_back();
|
|
|
|
dir_access->list_dir_begin();
|
|
String filename = dir_access->get_next();
|
|
|
|
while (filename != "") {
|
|
if (filename == "." || filename == "..") {
|
|
filename = dir_access->get_next();
|
|
continue;
|
|
}
|
|
|
|
if (dir_access->dir_exists(filename)) {
|
|
directories.push_back(dir_access->get_current_dir().plus_file(filename));
|
|
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
|
|
r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\"");
|
|
}
|
|
|
|
filename = dir_access->get_next();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SceneTree::SceneTree() {
|
|
|
|
if (singleton == NULL) singleton = this;
|
|
_quit = false;
|
|
accept_quit = true;
|
|
quit_on_go_back = true;
|
|
initialized = false;
|
|
use_font_oversampling = false;
|
|
#ifdef DEBUG_ENABLED
|
|
debug_collisions_hint = false;
|
|
debug_navigation_hint = false;
|
|
#endif
|
|
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.5));
|
|
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
|
|
debug_navigation_color = GLOBAL_DEF("debug/shapes/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
|
|
debug_navigation_disabled_color = GLOBAL_DEF("debug/shapes/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
|
|
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
|
|
|
|
tree_version = 1;
|
|
physics_process_time = 1;
|
|
idle_process_time = 1;
|
|
|
|
root = NULL;
|
|
input_handled = false;
|
|
pause = false;
|
|
current_frame = 0;
|
|
current_event = 0;
|
|
tree_changed_name = "tree_changed";
|
|
node_added_name = "node_added";
|
|
node_removed_name = "node_removed";
|
|
node_renamed_name = "node_renamed";
|
|
ugc_locked = false;
|
|
call_lock = 0;
|
|
root_lock = 0;
|
|
node_count = 0;
|
|
|
|
//create with mainloop
|
|
|
|
root = memnew(Viewport);
|
|
root->set_name("root");
|
|
root->set_handle_input_locally(false);
|
|
if (!root->get_world().is_valid())
|
|
root->set_world(Ref<World>(memnew(World)));
|
|
|
|
// Initialize network state
|
|
multiplayer_poll = true;
|
|
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
|
|
|
|
//root->set_world_2d( Ref<World2D>( memnew( World2D )));
|
|
root->set_as_audio_listener(true);
|
|
root->set_as_audio_listener_2d(true);
|
|
current_scene = NULL;
|
|
|
|
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
|
|
root->set_msaa(Viewport::MSAA(msaa_mode));
|
|
|
|
{ //load default fallback environment
|
|
//get possible extensions
|
|
List<String> exts;
|
|
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
|
|
String ext_hint;
|
|
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
|
|
if (ext_hint != String())
|
|
ext_hint += ",";
|
|
ext_hint += "*." + E->get();
|
|
}
|
|
//get path
|
|
String env_path = GLOBAL_DEF("rendering/environment/default_environment", "");
|
|
//setup property
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
|
|
env_path = env_path.strip_edges();
|
|
if (env_path != String()) {
|
|
Ref<Environment> env = ResourceLoader::load(env_path);
|
|
if (env.is_valid()) {
|
|
root->get_world()->set_fallback_environment(env);
|
|
} else {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
//file was erased, clear the field.
|
|
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
|
|
} else {
|
|
//file was erased, notify user.
|
|
ERR_PRINT(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
stretch_mode = STRETCH_MODE_DISABLED;
|
|
stretch_aspect = STRETCH_ASPECT_IGNORE;
|
|
stretch_shrink = 1;
|
|
|
|
last_screen_size = Size2(OS::get_singleton()->get_window_size().width, OS::get_singleton()->get_window_size().height);
|
|
_update_root_rect();
|
|
|
|
if (ScriptDebugger::get_singleton()) {
|
|
ScriptDebugger::get_singleton()->set_multiplayer(multiplayer);
|
|
}
|
|
|
|
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
edited_scene_root = NULL;
|
|
#endif
|
|
}
|
|
|
|
SceneTree::~SceneTree() {
|
|
if (root) {
|
|
root->_set_tree(NULL);
|
|
root->_propagate_after_exit_tree();
|
|
memdelete(root);
|
|
}
|
|
|
|
if (singleton == this) singleton = NULL;
|
|
}
|