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
|
/*************************************************************************/
/* packed_scene.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 PACKED_SCENE_H
#define PACKED_SCENE_H
#include "core/io/resource.h"
#include "scene/main/node.h"
class SceneState : public RefCounted {
GDCLASS(SceneState, RefCounted);
Vector<StringName> names;
Vector<Variant> variants;
Vector<NodePath> node_paths;
Vector<NodePath> editable_instances;
mutable HashMap<NodePath, int> node_path_cache;
mutable Map<int, int> base_scene_node_remap;
int base_scene_idx = -1;
enum {
NO_PARENT_SAVED = 0x7FFFFFFF,
NAME_INDEX_BITS = 18,
NAME_MASK = (1 << NAME_INDEX_BITS) - 1,
};
struct NodeData {
int parent = 0;
int owner = 0;
int type = 0;
int name = 0;
int instance = 0;
int index = 0;
struct Property {
int name = 0;
int value = 0;
};
Vector<Property> properties;
Vector<int> groups;
};
struct PackState {
Ref<SceneState> state;
int node = -1;
};
Vector<NodeData> nodes;
struct ConnectionData {
int from = 0;
int to = 0;
int signal = 0;
int method = 0;
int flags = 0;
int unbinds = 0;
Vector<int> binds;
};
Vector<ConnectionData> connections;
Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
Error _parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
String path;
uint64_t last_modified_time = 0;
_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
static bool disable_placeholders;
Vector<String> _get_node_groups(int p_idx) const;
int _find_base_scene_node_remap_key(int p_idx) const;
protected:
static void _bind_methods();
public:
enum {
FLAG_ID_IS_PATH = (1 << 30),
TYPE_INSTANCED = 0x7FFFFFFF,
FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30),
FLAG_MASK = (1 << 24) - 1,
};
enum GenEditState {
GEN_EDIT_STATE_DISABLED,
GEN_EDIT_STATE_INSTANCE,
GEN_EDIT_STATE_MAIN,
};
static void set_disable_placeholders(bool p_disable);
int find_node_by_path(const NodePath &p_node) const;
Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
bool is_node_in_group(int p_node, const StringName &p_group) const;
bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;
void set_bundled_scene(const Dictionary &p_dictionary);
Dictionary get_bundled_scene() const;
Error pack(Node *p_scene);
void set_path(const String &p_path);
String get_path() const;
void clear();
bool can_instantiate() const;
Node *instantiate(GenEditState p_edit_state) const;
//unbuild API
int get_node_count() const;
StringName get_node_type(int p_idx) const;
StringName get_node_name(int p_idx) const;
NodePath get_node_path(int p_idx, bool p_for_parent = false) const;
NodePath get_node_owner_path(int p_idx) const;
Ref<PackedScene> get_node_instance(int p_idx) const;
String get_node_instance_placeholder(int p_idx) const;
bool is_node_instance_placeholder(int p_idx) const;
Vector<StringName> get_node_groups(int p_idx) const;
int get_node_index(int p_idx) const;
int get_node_property_count(int p_idx) const;
StringName get_node_property_name(int p_idx, int p_prop) const;
Variant get_node_property_value(int p_idx, int p_prop) const;
int get_connection_count() const;
NodePath get_connection_source(int p_idx) const;
StringName get_connection_signal(int p_idx) const;
NodePath get_connection_target(int p_idx) const;
StringName get_connection_method(int p_idx) const;
int get_connection_flags(int p_idx) const;
int get_connection_unbinds(int p_idx) const;
Array get_connection_binds(int p_idx) const;
bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method);
Vector<NodePath> get_editable_instances() const;
//build API
int add_name(const StringName &p_name);
int add_value(const Variant &p_value);
int add_node_path(const NodePath &p_path);
int add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index);
void add_node_property(int p_node, int p_name, int p_value);
void add_node_group(int p_node, int p_group);
void set_base_scene(int p_idx);
void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds);
void add_editable_instance(const NodePath &p_path);
virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
uint64_t get_last_modified_time() const { return last_modified_time; }
SceneState();
};
VARIANT_ENUM_CAST(SceneState::GenEditState)
class PackedScene : public Resource {
GDCLASS(PackedScene, Resource);
RES_BASE_EXTENSION("scn");
Ref<SceneState> state;
void _set_bundled_scene(const Dictionary &p_scene);
Dictionary _get_bundled_scene() const;
protected:
virtual bool editor_can_reload_from_file() override { return false; } // this is handled by editor better
static void _bind_methods();
virtual void reset_state() override;
public:
enum GenEditState {
GEN_EDIT_STATE_DISABLED,
GEN_EDIT_STATE_INSTANCE,
GEN_EDIT_STATE_MAIN,
};
Error pack(Node *p_scene);
void clear();
bool can_instantiate() const;
Node *instantiate(GenEditState p_edit_state = GEN_EDIT_STATE_DISABLED) const;
void recreate_state();
void replace_state(Ref<SceneState> p_by);
virtual void set_path(const String &p_path, bool p_take_over = false) override;
#ifdef TOOLS_ENABLED
virtual void set_last_modified_time(uint64_t p_time) override { state->set_last_modified_time(p_time); }
#endif
Ref<SceneState> get_state();
PackedScene();
};
VARIANT_ENUM_CAST(PackedScene::GenEditState)
#endif // SCENE_PRELOADER_H
|