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- /*************************************************************************/
- /* 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;
- Group() { last_tree_version=0; };
- };
- 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();
- 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);
- void 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; }
- SceneTree();
- ~SceneTree();
- };
- VARIANT_ENUM_CAST( SceneTree::StretchMode );
- VARIANT_ENUM_CAST( SceneTree::StretchAspect );
- #endif
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