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/*************************************************************************/
/*  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);
	bool has_property(const NodePath &p_path) const;

	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