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- /**************************************************************************/
- /* scene_replication_config.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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_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");
- public:
- enum ReplicationMode {
- REPLICATION_MODE_NEVER,
- REPLICATION_MODE_ALWAYS,
- REPLICATION_MODE_ON_CHANGE,
- };
- private:
- struct ReplicationProperty {
- NodePath name;
- bool spawn = true;
- ReplicationMode mode = REPLICATION_MODE_ALWAYS;
- 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;
- List<NodePath> watch_props;
- bool dirty = false;
- void _update();
- 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:
- virtual void reset_state() override; // Required since we use variable amount of properties.
- 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);
- bool property_get_watch(const NodePath &p_path);
- void property_set_watch(const NodePath &p_path, bool p_enabled);
- ReplicationMode property_get_replication_mode(const NodePath &p_path);
- void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
- const List<NodePath> &get_spawn_properties();
- const List<NodePath> &get_sync_properties();
- const List<NodePath> &get_watch_properties();
- SceneReplicationConfig() {}
- };
- VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
- #endif // SCENE_REPLICATION_CONFIG_H
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