diff options
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/scene_replication_config.cpp | 187 | ||||
-rw-r--r-- | scene/resources/scene_replication_config.h | 90 | ||||
-rw-r--r-- | scene/resources/syntax_highlighter.cpp | 14 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 14 |
4 files changed, 285 insertions, 20 deletions
diff --git a/scene/resources/scene_replication_config.cpp b/scene/resources/scene_replication_config.cpp new file mode 100644 index 0000000000..2acc0f1922 --- /dev/null +++ b/scene/resources/scene_replication_config.cpp @@ -0,0 +1,187 @@ +/*************************************************************************/ +/* scene_replication_config.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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. */ +/*************************************************************************/ + +#include "scene_replication_config.h" + +#include "core/multiplayer/multiplayer_api.h" +#include "scene/main/node.h" + +bool SceneReplicationConfig::_set(const StringName &p_name, const Variant &p_value) { + String name = p_name; + + if (name.begins_with("properties/")) { + int idx = name.get_slicec('/', 1).to_int(); + String what = name.get_slicec('/', 2); + + if (properties.size() == idx && what == "path") { + ERR_FAIL_COND_V(p_value.get_type() != Variant::NODE_PATH, false); + NodePath path = p_value; + ERR_FAIL_COND_V(path.is_empty() || path.get_subname_count() == 0, false); + add_property(path); + return true; + } + ERR_FAIL_COND_V(p_value.get_type() != Variant::BOOL, false); + ERR_FAIL_INDEX_V(idx, properties.size(), false); + ReplicationProperty &prop = properties[idx]; + if (what == "sync") { + prop.sync = p_value; + sync_props.push_back(prop.name); + return true; + } else if (what == "spawn") { + prop.spawn = p_value; + spawn_props.push_back(prop.name); + return true; + } + } + return false; +} + +bool SceneReplicationConfig::_get(const StringName &p_name, Variant &r_ret) const { + String name = p_name; + + if (name.begins_with("properties/")) { + int idx = name.get_slicec('/', 1).to_int(); + String what = name.get_slicec('/', 2); + ERR_FAIL_INDEX_V(idx, properties.size(), false); + const ReplicationProperty &prop = properties[idx]; + if (what == "path") { + r_ret = prop.name; + return true; + } else if (what == "sync") { + r_ret = prop.sync; + return true; + } else if (what == "spawn") { + r_ret = prop.spawn; + return true; + } + } + return false; +} + +void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) const { + for (int i = 0; i < properties.size(); i++) { + p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/path", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/spawn", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::STRING, "properties/" + itos(i) + "/sync", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + } +} + +TypedArray<NodePath> SceneReplicationConfig::get_properties() const { + TypedArray<NodePath> paths; + for (const ReplicationProperty &prop : properties) { + paths.push_back(prop.name); + } + return paths; +} + +void SceneReplicationConfig::add_property(const NodePath &p_path, int p_index) { + ERR_FAIL_COND(properties.find(p_path)); + + if (p_index < 0 || p_index == properties.size()) { + properties.push_back(ReplicationProperty(p_path)); + return; + } + + ERR_FAIL_INDEX(p_index, properties.size()); + + List<ReplicationProperty>::Element *I = properties.front(); + int c = 0; + while (c < p_index) { + I = I->next(); + c++; + } + properties.insert_before(I, ReplicationProperty(p_path)); +} + +void SceneReplicationConfig::remove_property(const NodePath &p_path) { + properties.erase(p_path); +} + +int SceneReplicationConfig::property_get_index(const NodePath &p_path) const { + for (int i = 0; i < properties.size(); i++) { + if (properties[i].name == p_path) { + return i; + } + } + ERR_FAIL_V(-1); +} + +bool SceneReplicationConfig::property_get_spawn(const NodePath &p_path) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND_V(!E, false); + return E->get().spawn; +} + +void SceneReplicationConfig::property_set_spawn(const NodePath &p_path, bool p_enabled) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND(!E); + if (E->get().spawn == p_enabled) { + return; + } + E->get().spawn = p_enabled; + spawn_props.clear(); + for (const ReplicationProperty &prop : properties) { + if (prop.spawn) { + spawn_props.push_back(p_path); + } + } +} + +bool SceneReplicationConfig::property_get_sync(const NodePath &p_path) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND_V(!E, false); + return E->get().sync; +} + +void SceneReplicationConfig::property_set_sync(const NodePath &p_path, bool p_enabled) { + List<ReplicationProperty>::Element *E = properties.find(p_path); + ERR_FAIL_COND(!E); + if (E->get().sync == p_enabled) { + return; + } + E->get().sync = p_enabled; + sync_props.clear(); + for (const ReplicationProperty &prop : properties) { + if (prop.sync) { + sync_props.push_back(p_path); + } + } +} + +void SceneReplicationConfig::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_properties"), &SceneReplicationConfig::get_properties); + ClassDB::bind_method(D_METHOD("add_property", "path", "index"), &SceneReplicationConfig::add_property, DEFVAL(-1)); + ClassDB::bind_method(D_METHOD("remove_property", "path"), &SceneReplicationConfig::remove_property); + ClassDB::bind_method(D_METHOD("property_get_index", "path"), &SceneReplicationConfig::property_get_index); + ClassDB::bind_method(D_METHOD("property_get_spawn", "path"), &SceneReplicationConfig::property_get_spawn); + ClassDB::bind_method(D_METHOD("property_set_spawn", "path", "enabled"), &SceneReplicationConfig::property_set_spawn); + ClassDB::bind_method(D_METHOD("property_get_sync", "path"), &SceneReplicationConfig::property_get_sync); + ClassDB::bind_method(D_METHOD("property_set_sync", "path", "enabled"), &SceneReplicationConfig::property_set_sync); +} diff --git a/scene/resources/scene_replication_config.h b/scene/resources/scene_replication_config.h new file mode 100644 index 0000000000..b791be9414 --- /dev/null +++ b/scene/resources/scene_replication_config.h @@ -0,0 +1,90 @@ +/*************************************************************************/ +/* scene_replication_config.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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_REPLICATION_CONFIG_H +#define SCENE_REPLICATION_CONFIG_H + +#include "core/io/resource.h" + +#include "core/variant/typed_array.h" + +class SceneReplicationConfig : public Resource { + GDCLASS(SceneReplicationConfig, Resource); + OBJ_SAVE_TYPE(SceneReplicationConfig); + RES_BASE_EXTENSION("repl"); + +private: + struct ReplicationProperty { + NodePath name; + bool spawn = true; + bool sync = true; + + bool operator==(const ReplicationProperty &p_to) { + return name == p_to.name; + } + + ReplicationProperty() {} + + ReplicationProperty(const NodePath &p_name) { + name = p_name; + } + }; + + List<ReplicationProperty> properties; + List<NodePath> spawn_props; + List<NodePath> sync_props; + +protected: + static void _bind_methods(); + + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; + +public: + TypedArray<NodePath> get_properties() const; + + void add_property(const NodePath &p_path, int p_index = -1); + void remove_property(const NodePath &p_path); + + int property_get_index(const NodePath &p_path) const; + bool property_get_spawn(const NodePath &p_path); + void property_set_spawn(const NodePath &p_path, bool p_enabled); + + bool property_get_sync(const NodePath &p_path); + void property_set_sync(const NodePath &p_path, bool p_enabled); + + const List<NodePath> &get_spawn_properties() { return spawn_props; } + const List<NodePath> &get_sync_properties() { return sync_props; } + + SceneReplicationConfig() {} +}; + +#endif // SCENE_REPLICATION_CONFIG_H diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp index e0aa21ac37..f1eddd8ffc 100644 --- a/scene/resources/syntax_highlighter.cpp +++ b/scene/resources/syntax_highlighter.cpp @@ -116,14 +116,6 @@ void SyntaxHighlighter::_bind_methods() { //////////////////////////////////////////////////////////////////////////////// -static bool _is_char(char32_t c) { - return (c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || c == '_'; -} - -static bool _is_hex_symbol(char32_t c) { - return ((c >= 'a' && c <= 'f') || (c >= 'A' && c <= 'F')); -} - Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) { Dictionary color_map; @@ -166,7 +158,7 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) { color = font_color; bool is_char = !is_symbol(str[j]); bool is_a_symbol = is_symbol(str[j]); - bool is_number = (str[j] >= '0' && str[j] <= '9'); + bool is_number = is_digit(str[j]); /* color regions */ if (is_a_symbol || in_region != -1) { @@ -304,7 +296,7 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) { } // Allow ABCDEF in hex notation. - if (is_hex_notation && (_is_hex_symbol(str[j]) || is_number)) { + if (is_hex_notation && (is_hex_digit(str[j]) || is_number)) { is_number = true; } else { is_hex_notation = false; @@ -321,7 +313,7 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) { } } - if (!in_word && _is_char(str[j]) && !is_number) { + if (!in_word && (is_ascii_char(str[j]) || is_underscore(str[j])) && !is_number) { in_word = true; } diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 0c7f069004..dd2f3d2202 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -1106,10 +1106,6 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port return final_code; } -#define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z')) - -#define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_') - String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const { String name = p_port_name; @@ -1117,7 +1113,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN return String(); } - while (name.length() && !IS_INITIAL_CHAR(name[0])) { + while (name.length() && !is_ascii_char(name[0])) { name = name.substr(1, name.length() - 1); } @@ -1125,7 +1121,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN String valid_name; for (int i = 0; i < name.length(); i++) { - if (IS_SYMBOL_CHAR(name[i])) { + if (is_ascii_identifier_char(name[i])) { valid_name += String::chr(name[i]); } else if (name[i] == ' ') { valid_name += "_"; @@ -1162,14 +1158,14 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const { String name = p_name; //validate name first - while (name.length() && !IS_INITIAL_CHAR(name[0])) { + while (name.length() && !is_ascii_char(name[0])) { name = name.substr(1, name.length() - 1); } if (!name.is_empty()) { String valid_name; for (int i = 0; i < name.length(); i++) { - if (IS_SYMBOL_CHAR(name[i])) { + if (is_ascii_identifier_char(name[i])) { valid_name += String::chr(name[i]); } else if (name[i] == ' ') { valid_name += "_"; @@ -1206,7 +1202,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua if (exists) { //remove numbers, put new and try again attempt++; - while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') { + while (name.length() && is_digit(name[name.length() - 1])) { name = name.substr(0, name.length() - 1); } ERR_FAIL_COND_V(name.is_empty(), String()); |