1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
|
/*************************************************************************/
/* scene_main_loop.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 "scene/main/scene_singleton.h"
#include "os/thread_safe.h"
#include "self_list.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SceneTree;
class PackedScene;
class Node;
class Viewport;
class Material;
class Mesh;
class SceneTree : public MainLoop {
_THREAD_SAFE_CLASS_
OBJ_TYPE( SceneTree, MainLoop );
public:
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);
static SceneTree *singleton;
friend class Node;
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
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();
//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);
SceneTree();
~SceneTree();
};
VARIANT_ENUM_CAST( SceneTree::StretchMode );
VARIANT_ENUM_CAST( SceneTree::StretchAspect );
#endif
|