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- /*************************************************************************/
- /* node.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 NODE_H
- #define NODE_H
- #include "object.h"
- #include "path_db.h"
- #include "map.h"
- #include "object_type_db.h"
- #include "script_language.h"
- #include "scene/main/scene_main_loop.h"
- class Viewport;
- class SceneState;
- class Node : public Object {
- OBJ_TYPE( Node, Object );
- OBJ_CATEGORY("Nodes");
- public:
- enum PauseMode {
- PAUSE_MODE_INHERIT,
- PAUSE_MODE_STOP,
- PAUSE_MODE_PROCESS
- };
- struct Comparator {
- bool operator()(const Node* p_a, const Node* p_b) const { return p_b->is_greater_than(p_a); }
- };
- private:
- struct GroupData {
- bool persistent;
- GroupData() { persistent=false; }
- };
- struct Data {
- String filename;
- Ref<SceneState> instance_state;
- Ref<SceneState> inherited_state;
- HashMap<NodePath,int> editable_instances;
- Node *parent;
- Node *owner;
- Vector<Node*> children; // list of children
- int pos;
- int depth;
- int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
- StringName name;
- SceneTree *tree;
- bool inside_tree;
- #ifdef TOOLS_ENABLED
- NodePath import_path; //path used when imported, used by scene editors to keep tracking
- #endif
- Viewport *viewport;
- HashMap< StringName, GroupData,StringNameHasher> grouped;
- List<Node*>::Element *OW; // owned element
- List<Node*> owned;
- PauseMode pause_mode;
- Node *pause_owner;
- // variables used to properly sort the node when processing, ignored otherwise
- //should move all the stuff below to bits
- bool fixed_process;
- bool idle_process;
- bool input;
- bool unhandled_input;
- bool unhandled_key_input;
- bool parent_owned;
- bool in_constructor;
- bool use_placeholder;
- } data;
- void _print_tree(const Node *p_node);
- virtual bool _use_builtin_script() const { return true; }
- Node *_get_node(const NodePath& p_path) const;
- Node *_get_child_by_name(const StringName& p_name) const;
- void _validate_child_name(Node *p_name, bool p_force_human_readable=false);
- void _propagate_reverse_notification(int p_notification);
- void _propagate_deferred_notification(int p_notification, bool p_reverse);
- void _propagate_enter_tree();
- void _propagate_ready();
- void _propagate_exit_tree();
- void _propagate_validate_owner();
- void _print_stray_nodes();
- void _propagate_pause_owner(Node*p_owner);
- Array _get_node_and_resource(const NodePath& p_path);
- void _duplicate_signals(const Node* p_original,Node* p_copy) const;
- void _duplicate_and_reown(Node* p_new_parent, const Map<Node*,Node*>& p_reown_map) const;
- Node *_duplicate(bool p_use_instancing) const;
- Array _get_children() const;
- Array _get_groups() const;
- friend class SceneTree;
- void _set_tree(SceneTree *p_tree);
- protected:
- void _block() { data.blocked++; }
- void _unblock() { data.blocked--; }
- void _notification(int p_notification);
- virtual void add_child_notify(Node *p_child);
- virtual void remove_child_notify(Node *p_child);
- virtual void move_child_notify(Node *p_child);
- //void remove_and_delete_child(Node *p_child);
- void _propagate_replace_owner(Node *p_owner,Node* p_by_owner);
- static void _bind_methods();
- friend class SceneState;
- void _add_child_nocheck(Node* p_child,const StringName& p_name);
- void _set_owner_nocheck(Node* p_owner);
- void _set_name_nocheck(const StringName& p_name);
- public:
- enum {
- // you can make your own, but don't use the same numbers as other notifications in other nodes
- NOTIFICATION_ENTER_TREE=10,
- NOTIFICATION_EXIT_TREE =11,
- NOTIFICATION_MOVED_IN_PARENT =12,
- NOTIFICATION_READY=13,
- //NOTIFICATION_PARENT_DECONFIGURED =15, - it's confusing, it's going away
- NOTIFICATION_PAUSED=14,
- NOTIFICATION_UNPAUSED=15,
- NOTIFICATION_FIXED_PROCESS = 16,
- NOTIFICATION_PROCESS = 17,
- NOTIFICATION_PARENTED=18,
- NOTIFICATION_UNPARENTED=19,
- NOTIFICATION_INSTANCED=20,
- };
- /* NODE/TREE */
- StringName get_name() const;
- void set_name(const String& p_name);
- void add_child(Node *p_child,bool p_legible_unique_name=false);
- void remove_child(Node *p_child);
- int get_child_count() const;
- Node *get_child(int p_index) const;
- bool has_node(const NodePath& p_path) const;
- Node *get_node(const NodePath& p_path) const;
- Node* find_node(const String& p_mask,bool p_recursive=true,bool p_owned=true) const;
- bool has_node_and_resource(const NodePath& p_path) const;
- Node *get_node_and_resource(const NodePath& p_path,RES& r_res) const;
- Node *get_parent() const;
- _FORCE_INLINE_ SceneTree *get_tree() const { ERR_FAIL_COND_V( !data.tree, NULL ); return data.tree; }
- _FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
- bool is_a_parent_of(const Node *p_node) const;
- bool is_greater_than(const Node *p_node) const;
- NodePath get_path() const;
- NodePath get_path_to(const Node *p_node) const;
- void add_to_group(const StringName& p_identifier,bool p_persistent=false);
- void remove_from_group(const StringName& p_identifier);
- bool is_in_group(const StringName& p_identifier) const;
- struct GroupInfo {
- StringName name;
- bool persistent;
- };
- void get_groups(List<GroupInfo> *p_groups) const;
- void move_child(Node *p_child,int p_pos);
- void raise();
- void set_owner(Node *p_owner);
- Node *get_owner() const;
- void get_owned_by(Node *p_by,List<Node*> *p_owned);
- void remove_and_skip();
- int get_index() const;
- void print_tree();
- void set_filename(const String& p_filename);
- String get_filename() const;
- void set_editable_instance(Node* p_node,bool p_editable);
- bool is_editable_instance(Node* p_node) const;
- void set_editable_instances(const HashMap<NodePath,int>& p_editable_instances);
- HashMap<NodePath,int> get_editable_instances() const;
- /* NOTIFICATIONS */
- void propagate_notification(int p_notification);
- /* PROCESSING */
- void set_fixed_process(bool p_process);
- float get_fixed_process_delta_time() const;
- bool is_fixed_processing() const;
- void set_process(bool p_process);
- float get_process_delta_time() const;
- bool is_processing() const;
- void set_process_input(bool p_enable);
- bool is_processing_input() const;
- void set_process_unhandled_input(bool p_enable);
- bool is_processing_unhandled_input() const;
- void set_process_unhandled_key_input(bool p_enable);
- bool is_processing_unhandled_key_input() const;
- int get_position_in_parent() const;
- Node *duplicate(bool p_use_instancing=false) const;
- Node *duplicate_and_reown(const Map<Node*,Node*>& p_reown_map) const;
- //Node *clone_tree() const;
- // used by editors, to save what has changed only
- void set_scene_instance_state(const Ref<SceneState>& p_state);
- Ref<SceneState> get_scene_instance_state() const;
- void set_scene_inherited_state(const Ref<SceneState>& p_state);
- Ref<SceneState> get_scene_inherited_state() const;
- void set_scene_instance_load_placeholder(bool p_enable);
- bool get_scene_instance_load_placeholder() const;
- static Vector<Variant> make_binds(VARIANT_ARG_LIST);
- void replace_by(Node* p_node,bool p_keep_data=false);
- void set_pause_mode(PauseMode p_mode);
- PauseMode get_pause_mode() const;
- bool can_process() const;
- static void print_stray_nodes();
- String validate_child_name(const String& p_name) const;
- void queue_delete();
- //shitty hacks for speed
- static void set_human_readable_collision_renaming(bool p_enabled);
- static void init_node_hrcr();
- void force_parent_owned() { data.parent_owned=true; } //hack to avoid duplicate nodes
- #ifdef TOOLS_ENABLED
- void set_import_path(const NodePath& p_import_path); //path used when imported, used by scene editors to keep tracking
- NodePath get_import_path() const;
- #endif
- void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
- void clear_internal_tree_resource_paths();
- _FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
- /* CANVAS */
- Node();
- ~Node();
- };
- typedef Set<Node*,Node::Comparator> NodeSet;
- #endif
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