c858515785
Still need to get proper audio output latency in some platforms.
114 lines
3.8 KiB
C++
114 lines
3.8 KiB
C++
/*************************************************************************/
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/* packed_scene.h */
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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) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PACKED_SCENE_H
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#define PACKED_SCENE_H
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#include "resource.h"
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#include "scene/main/node.h"
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//changes:
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//1-make the InstanceState a reference inside the resource that can be shared
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//2-make the instance "editable" with a flag, save here and load here, no need for property
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//3-properly save modifications in sub-scene
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//4-add scene inheritance
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//5-chain of instance states in editor? (to check what was modified)
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//6-saving will be hell
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class PackedScene : public Resource {
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OBJ_TYPE( PackedScene, Resource );
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RES_BASE_EXTENSION("scn");
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Vector<StringName> names;
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Vector<Variant> variants;
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//missing - instances
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//missing groups
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//missing - owner
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//missing - override names and values
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struct NodeData {
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int parent;
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int owner;
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int type;
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int name;
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int instance;
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struct Property {
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int name;
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int value;
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};
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Vector<Property> properties;
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Vector<int> groups;
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};
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Vector<NodeData> nodes;
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struct ConnectionData {
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int from;
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int to;
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int signal;
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int method;
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int flags;
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Vector<int> binds;
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};
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Vector<ConnectionData> connections;
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Error _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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Error _parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map);
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void _set_bundled_scene(const Dictionary& p_scene);
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Dictionary _get_bundled_scene() const;
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protected:
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static void _bind_methods();
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public:
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Error pack(Node *p_scene);
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void clear();
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bool can_instance() const;
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Node *instance(bool p_gen_edit_state=false) const;
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PackedScene();
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};
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#endif // SCENE_PRELOADER_H
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