godot/scene/main/scene_main_loop.h

457 lines
15 KiB
C++

/*************************************************************************/
/* scene_main_loop.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SCENE_MAIN_LOOP_H
#define SCENE_MAIN_LOOP_H
#include "os/main_loop.h"
#include "scene/resources/world.h"
#include "scene/resources/world_2d.h"
#include "os/thread_safe.h"
#include "self_list.h"
#include "io/networked_multiplayer_peer.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SceneTree;
class PackedScene;
class Node;
class Viewport;
class Material;
class Mesh;
class SceneTreeTimer : public Reference {
OBJ_TYPE(SceneTreeTimer,Reference);
float time_left;
protected:
static void _bind_methods();
public:
void set_time_left(float p_time);
float get_time_left() const;
SceneTreeTimer();
};
class SceneTree : public MainLoop {
_THREAD_SAFE_CLASS_
OBJ_TYPE( SceneTree, MainLoop );
public:
typedef void (*IdleCallback)();
enum StretchMode {
STRETCH_MODE_DISABLED,
STRETCH_MODE_2D,
STRETCH_MODE_VIEWPORT,
};
enum StretchAspect {
STRETCH_ASPECT_IGNORE,
STRETCH_ASPECT_KEEP,
STRETCH_ASPECT_KEEP_WIDTH,
STRETCH_ASPECT_KEEP_HEIGHT,
};
private:
struct Group {
Vector<Node*> nodes;
//uint64_t last_tree_version;
bool changed;
Group() { changed=false; };
};
Viewport *root;
uint64_t tree_version;
float fixed_process_time;
float idle_process_time;
bool accept_quit;
uint32_t last_id;
bool editor_hint;
bool debug_collisions_hint;
bool debug_navigation_hint;
bool pause;
int root_lock;
Map<StringName,Group> group_map;
bool _quit;
bool initialized;
bool input_handled;
Size2 last_screen_size;
StringName tree_changed_name;
StringName node_removed_name;
int64_t current_frame;
int node_count;
#ifdef TOOLS_ENABLED
Node *edited_scene_root;
#endif
struct UGCall {
StringName group;
StringName call;
bool operator<(const UGCall& p_with) const { return group==p_with.group?call<p_with.call:group<p_with.group; }
};
//safety for when a node is deleted while a group is being called
int call_lock;
Set<Node*> call_skip; //skip erased nodes
StretchMode stretch_mode;
StretchAspect stretch_aspect;
Size2i stretch_min;
void _update_root_rect();
List<ObjectID> delete_queue;
Map<UGCall,Vector<Variant> > unique_group_calls;
bool ugc_locked;
void _flush_ugc();
void _flush_transform_notifications();
_FORCE_INLINE_ void _update_group_order(Group& g);
void _update_listener();
Array _get_nodes_in_group(const StringName& p_group);
Node *current_scene;
Color debug_collisions_color;
Color debug_collision_contact_color;
Color debug_navigation_color;
Color debug_navigation_disabled_color;
Ref<Mesh> debug_contact_mesh;
Ref<Material> navigation_material;
Ref<Material> navigation_disabled_material;
Ref<Material> collision_material;
int collision_debug_contacts;
void _change_scene(Node* p_to);
//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
List<Ref<SceneTreeTimer> > timers;
///network///
enum NetworkCommands {
NETWORK_COMMAND_REMOTE_CALL,
NETWORK_COMMAND_REMOTE_SET,
NETWORK_COMMAND_SIMPLIFY_PATH,
NETWORK_COMMAND_CONFIRM_PATH,
};
Ref<NetworkedMultiplayerPeer> network_peer;
Set<int> connected_peers;
void _network_peer_connected(int p_id);
void _network_peer_disconnected(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
//path sent caches
struct PathSentCache {
Map<int,bool> confirmed_peers;
int id;
};
HashMap<NodePath,PathSentCache> path_send_cache;
int last_send_cache_id;
//path get caches
struct PathGetCache {
struct NodeInfo {
NodePath path;
ObjectID instance;
};
Map<int,NodeInfo> nodes;
};
Map<int,PathGetCache> path_get_cache;
Vector<uint8_t> packet_cache;
void _network_process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
void _network_poll();
static SceneTree *singleton;
friend class Node;
void _rpc(Node* p_from,int p_to,bool p_unreliable,bool p_set,const StringName& p_name,const Variant** p_arg,int p_argcount);
void tree_changed();
void node_removed(Node *p_node);
Group* add_to_group(const StringName& p_group, Node *p_node);
void remove_from_group(const StringName& p_group, Node *p_node);
void _notify_group_pause(const StringName& p_group,int p_notification);
void _call_input_pause(const StringName& p_group,const StringName& p_method,const InputEvent& p_input);
Variant _call_group(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
static void _debugger_request_tree(void *self);
void _flush_delete_queue();
//optimization
friend class CanvasItem;
friend class Spatial;
friend class Viewport;
SelfList<Node>::List xform_change_list;
#ifdef DEBUG_ENABLED
Map<int,NodePath> live_edit_node_path_cache;
Map<int,String> live_edit_resource_cache;
NodePath live_edit_root;
String live_edit_scene;
Map<String,Set<Node*> > live_scene_edit_cache;
Map<Node*,Map<ObjectID,Node*> > live_edit_remove_list;
ScriptDebugger::LiveEditFuncs live_edit_funcs;
void _live_edit_node_path_func(const NodePath &p_path,int p_id) ;
void _live_edit_res_path_func(const String &p_path,int p_id) ;
void _live_edit_node_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
void _live_edit_node_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
void _live_edit_node_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
void _live_edit_res_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
void _live_edit_res_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
void _live_edit_res_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
void _live_edit_root_func(const NodePath& p_scene_path,const String& p_scene_from) ;
void _live_edit_create_node_func(const NodePath& p_parent,const String& p_type,const String& p_name);
void _live_edit_instance_node_func(const NodePath& p_parent,const String& p_path,const String& p_name);
void _live_edit_remove_node_func(const NodePath& p_at);
void _live_edit_remove_and_keep_node_func(const NodePath& p_at,ObjectID p_keep_id);
void _live_edit_restore_node_func(ObjectID p_id,const NodePath& p_at,int p_at_pos);
void _live_edit_duplicate_node_func(const NodePath& p_at,const String& p_new_name);
void _live_edit_reparent_node_func(const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos);
static void _live_edit_node_path_funcs(void *self,const NodePath &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_path_func(p_path,p_id); }
static void _live_edit_res_path_funcs(void *self,const String &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_path_func(p_path,p_id); }
static void _live_edit_node_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_func(p_id,p_prop,p_value); }
static void _live_edit_node_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_res_func(p_id,p_prop,p_value); }
static void _live_edit_node_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_call_func(p_id,p_method,VARIANT_ARG_PASS); }
static void _live_edit_res_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_func(p_id,p_prop,p_value); }
static void _live_edit_res_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_res_func(p_id,p_prop,p_value); }
static void _live_edit_res_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_call_func(p_id,p_method,VARIANT_ARG_PASS); }
static void _live_edit_root_funcs(void *self, const NodePath& p_scene_path,const String& p_scene_from) { reinterpret_cast<SceneTree*>(self)->_live_edit_root_func(p_scene_path,p_scene_from); }
static void _live_edit_create_node_funcs(void* self,const NodePath& p_parent,const String& p_type,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_create_node_func(p_parent,p_type,p_name); }
static void _live_edit_instance_node_funcs(void* self,const NodePath& p_parent,const String& p_path,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_instance_node_func(p_parent,p_path,p_name); }
static void _live_edit_remove_node_funcs(void* self,const NodePath& p_at) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_node_func(p_at); }
static void _live_edit_remove_and_keep_node_funcs(void* self,const NodePath& p_at,ObjectID p_keep_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_and_keep_node_func(p_at,p_keep_id); }
static void _live_edit_restore_node_funcs(void* self,ObjectID p_id,const NodePath& p_at,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_restore_node_func(p_id,p_at,p_at_pos); }
static void _live_edit_duplicate_node_funcs(void* self,const NodePath& p_at,const String& p_new_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_duplicate_node_func(p_at,p_new_name); }
static void _live_edit_reparent_node_funcs(void* self,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_reparent_node_func(p_at,p_new_place,p_new_name,p_at_pos); }
#endif
enum {
MAX_IDLE_CALLBACKS=256
};
static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
static int idle_callback_count;
void _call_idle_callbacks();
protected:
void _notification(int p_notification);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED=29
};
enum CallGroupFlags {
GROUP_CALL_DEFAULT=0,
GROUP_CALL_REVERSE=1,
GROUP_CALL_REALTIME=2,
GROUP_CALL_UNIQUE=4,
GROUP_CALL_MULIILEVEL=8,
};
_FORCE_INLINE_ Viewport *get_root() const { return root; }
uint32_t get_last_event_id() const;
void call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,VARIANT_ARG_LIST);
void notify_group(uint32_t p_call_flags,const StringName& p_group,int p_notification);
void set_group(uint32_t p_call_flags,const StringName& p_group,const String& p_name,const Variant& p_value);
virtual void input_text( const String& p_text );
virtual void input_event( const InputEvent& p_event );
virtual void init();
virtual bool iteration(float p_time);
virtual bool idle(float p_time);
virtual void finish();
void set_auto_accept_quit(bool p_enable);
void quit();
void set_input_as_handled();
_FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; }
_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }
void set_editor_hint(bool p_enabled);
bool is_editor_hint() const;
bool is_node_being_edited(const Node* p_node) const;
void set_pause(bool p_enabled);
bool is_paused() const;
void set_camera(const RID& p_camera);
RID get_camera() const;
void set_debug_collisions_hint(bool p_enabled);
bool is_debugging_collisions_hint() const;
void set_debug_navigation_hint(bool p_enabled);
bool is_debugging_navigation_hint() const;
void set_debug_collisions_color(const Color& p_color);
Color get_debug_collisions_color() const;
void set_debug_collision_contact_color(const Color& p_color);
Color get_debug_collision_contact_color() const;
void set_debug_navigation_color(const Color& p_color);
Color get_debug_navigation_color() const;
void set_debug_navigation_disabled_color(const Color& p_color);
Color get_debug_navigation_disabled_color() const;
Ref<Material> get_debug_navigation_material();
Ref<Material> get_debug_navigation_disabled_material();
Ref<Material> get_debug_collision_material();
Ref<Mesh> get_debug_contact_mesh();
int get_collision_debug_contact_count() { return collision_debug_contacts; }
int64_t get_frame() const;
int get_node_count() const;
void queue_delete(Object *p_object);
void get_nodes_in_group(const StringName& p_group,List<Node*> *p_list);
bool has_group(const StringName& p_identifier) const;
void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize);
//void change_scene(const String& p_path);
//Node *get_loaded_scene();
#ifdef TOOLS_ENABLED
void set_edited_scene_root(Node *p_node);
Node *get_edited_scene_root() const;
#endif
void set_current_scene(Node* p_scene);
Node* get_current_scene() const;
Error change_scene(const String& p_path);
Error change_scene_to(const Ref<PackedScene>& p_scene);
Error reload_current_scene();
Ref<SceneTreeTimer> create_timer(float p_delay_sec);
//used by Main::start, don't use otherwise
void add_current_scene(Node * p_current);
static SceneTree* get_singleton() { return singleton; }
void drop_files(const Vector<String>& p_files,int p_from_screen=0);
//network API
void set_network_peer(const Ref<NetworkedMultiplayerPeer>& p_network_peer);
bool is_network_server() const;
int get_network_unique_id() const;
void set_refuse_new_network_connections(bool p_refuse);
bool is_refusing_new_network_connections() const;
static void add_idle_callback(IdleCallback p_callback);
SceneTree();
~SceneTree();
};
VARIANT_ENUM_CAST( SceneTree::StretchMode );
VARIANT_ENUM_CAST( SceneTree::StretchAspect );
#endif