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- /**************************************************************************/
- /* node.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 NODE_H
- #define NODE_H
- #include "core/class_db.h"
- #include "core/map.h"
- #include "core/node_path.h"
- #include "core/object.h"
- #include "core/project_settings.h"
- #include "core/script_language.h"
- #include "scene/main/scene_tree.h"
- class Viewport;
- class SceneState;
- class SceneTreeTween;
- class Node : public Object {
- GDCLASS(Node, Object);
- OBJ_CATEGORY("Nodes");
- public:
- // N.B. Any enum stored as a bitfield should
- // be specified as UNSIGNED to work around
- // some compilers trying to store it as signed,
- // and requiring 1 more bit than necessary.
- enum PauseMode : unsigned int {
- PAUSE_MODE_INHERIT,
- PAUSE_MODE_STOP,
- PAUSE_MODE_PROCESS
- };
- enum PhysicsInterpolationMode : unsigned int {
- PHYSICS_INTERPOLATION_MODE_INHERIT,
- PHYSICS_INTERPOLATION_MODE_OFF,
- PHYSICS_INTERPOLATION_MODE_ON
- };
- enum DuplicateFlags {
- DUPLICATE_SIGNALS = 1,
- DUPLICATE_GROUPS = 2,
- DUPLICATE_SCRIPTS = 4,
- DUPLICATE_USE_INSTANCING = 8,
- #ifdef TOOLS_ENABLED
- DUPLICATE_FROM_EDITOR = 16,
- #endif
- };
- enum NameCasing {
- NAME_CASING_PASCAL_CASE,
- NAME_CASING_CAMEL_CASE,
- NAME_CASING_SNAKE_CASE
- };
- struct Comparator {
- bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
- };
- struct ComparatorWithPriority {
- bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
- };
- static int orphan_node_count;
- private:
- struct GroupData {
- bool persistent;
- SceneTree::Group *group;
- GroupData() { persistent = false; }
- };
- struct Data {
- String filename;
- Ref<SceneState> instance_state;
- Ref<SceneState> inherited_state;
- Node *parent;
- Node *owner;
- Vector<Node *> children; // list of children
- HashMap<StringName, Node *> owned_unique_nodes;
- bool unique_name_in_owner = false;
- 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;
- #ifdef TOOLS_ENABLED
- NodePath import_path; //path used when imported, used by scene editors to keep tracking
- #endif
- Viewport *viewport;
- Map<StringName, GroupData> grouped;
- List<Node *>::Element *OW; // owned element
- List<Node *> owned;
- Node *pause_owner;
- int network_master;
- Map<StringName, MultiplayerAPI::RPCMode> rpc_methods;
- Map<StringName, MultiplayerAPI::RPCMode> rpc_properties;
- int process_priority;
- // Keep bitpacked values together to get better packing
- PauseMode pause_mode : 2;
- PhysicsInterpolationMode physics_interpolation_mode : 2;
- // variables used to properly sort the node when processing, ignored otherwise
- //should move all the stuff below to bits
- bool physics_process : 1;
- bool idle_process : 1;
- bool physics_process_internal : 1;
- bool idle_process_internal : 1;
- bool input : 1;
- bool unhandled_input : 1;
- bool unhandled_key_input : 1;
- // Physics interpolation can be turned on and off on a per node basis.
- // This only takes effect when the SceneTree (or project setting) physics interpolation
- // is switched on.
- bool physics_interpolated : 1;
- // We can auto-reset physics interpolation when e.g. adding a node for the first time
- bool physics_interpolation_reset_requested : 1;
- // Most nodes need not be interpolated in the scene tree, physics interpolation
- // is normally only needed in the VisualServer. However if we need to read the
- // interpolated transform of a node in the SceneTree, it is necessary to duplicate
- // the interpolation logic client side, in order to prevent stalling the VisualServer
- // by reading back.
- bool physics_interpolated_client_side : 1;
- // For certain nodes (e.g. CPU Particles in global mode)
- // It can be useful to not send the instance transform to the
- // VisualServer, and specify the mesh in world space.
- bool use_identity_transform : 1;
- bool parent_owned : 1;
- bool in_constructor : 1;
- bool use_placeholder : 1;
- bool display_folded : 1;
- bool editable_instance : 1;
- bool inside_tree : 1;
- bool ready_notified : 1; //this is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification
- bool ready_first : 1;
- mutable NodePath *path_cache;
- } data;
- Ref<MultiplayerAPI> multiplayer;
- void _print_tree_pretty(const String &prefix, const bool last);
- void _print_tree(const Node *p_node);
- Node *_get_child_by_name(const StringName &p_name) const;
- void _replace_connections_target(Node *p_new_target);
- void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
- void _generate_serial_child_name(const Node *p_child, StringName &name) const;
- 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_after_exit_branch(bool p_exiting_tree);
- void _propagate_physics_interpolated(bool p_interpolated);
- void _propagate_physics_interpolation_reset_requested();
- 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(int p_flags, Map<const Node *, Node *> *r_duplimap = nullptr) const;
- Array _get_children() const;
- Array _get_groups() const;
- Variant _rpc_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- Variant _rpc_unreliable_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- Variant _rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- friend class SceneTree;
- void _set_tree(SceneTree *p_tree);
- void _release_unique_name_in_owner();
- void _acquire_unique_name_in_owner();
- 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);
- virtual void owner_changed_notify();
- virtual void _physics_interpolated_changed();
- void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
- static void _bind_methods();
- static String _get_name_num_separator();
- 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);
- void _set_physics_interpolated_client_side(bool p_enable);
- bool _is_physics_interpolated_client_side() const { return data.physics_interpolated_client_side; }
- void _set_physics_interpolation_reset_requested(bool p_enable);
- bool _is_physics_interpolation_reset_requested() const { return data.physics_interpolation_reset_requested; }
- void _set_use_identity_transform(bool p_enable);
- bool _is_using_identity_transform() const { return data.use_identity_transform; }
- 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_PAUSED = 14,
- NOTIFICATION_UNPAUSED = 15,
- NOTIFICATION_PHYSICS_PROCESS = 16,
- NOTIFICATION_PROCESS = 17,
- NOTIFICATION_PARENTED = 18,
- NOTIFICATION_UNPARENTED = 19,
- NOTIFICATION_INSTANCED = 20,
- NOTIFICATION_DRAG_BEGIN = 21,
- NOTIFICATION_DRAG_END = 22,
- NOTIFICATION_PATH_CHANGED = 23,
- //NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
- NOTIFICATION_INTERNAL_PROCESS = 25,
- NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
- NOTIFICATION_POST_ENTER_TREE = 27,
- NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 28,
- //keep these linked to node
- NOTIFICATION_WM_MOUSE_ENTER = MainLoop::NOTIFICATION_WM_MOUSE_ENTER,
- NOTIFICATION_WM_MOUSE_EXIT = MainLoop::NOTIFICATION_WM_MOUSE_EXIT,
- NOTIFICATION_WM_FOCUS_IN = MainLoop::NOTIFICATION_WM_FOCUS_IN,
- NOTIFICATION_WM_FOCUS_OUT = MainLoop::NOTIFICATION_WM_FOCUS_OUT,
- NOTIFICATION_WM_QUIT_REQUEST = MainLoop::NOTIFICATION_WM_QUIT_REQUEST,
- NOTIFICATION_WM_GO_BACK_REQUEST = MainLoop::NOTIFICATION_WM_GO_BACK_REQUEST,
- NOTIFICATION_WM_UNFOCUS_REQUEST = MainLoop::NOTIFICATION_WM_UNFOCUS_REQUEST,
- NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
- NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
- NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
- NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
- NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
- NOTIFICATION_APP_RESUMED = MainLoop::NOTIFICATION_APP_RESUMED,
- NOTIFICATION_APP_PAUSED = MainLoop::NOTIFICATION_APP_PAUSED
- };
- /* 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 add_child_below_node(Node *p_node, 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 *get_node_or_null(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, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
- Node *get_parent() const;
- Node *find_parent(const String &p_mask) const;
- _FORCE_INLINE_ SceneTree *get_tree() const {
- ERR_FAIL_COND_V(!data.tree, nullptr);
- 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;
- Node *find_common_parent_with(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;
- int get_persistent_group_count() 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 set_unique_name_in_owner(bool p_enabled);
- bool is_unique_name_in_owner() const;
- void remove_and_skip();
- int get_index() const;
- Ref<SceneTreeTween> create_tween();
- void print_tree();
- void print_tree_pretty();
- void set_filename(const String &p_filename);
- String get_filename() const;
- void set_editor_description(const String &p_editor_description);
- String get_editor_description() const;
- void set_editable_instance(Node *p_node, bool p_editable);
- bool is_editable_instance(const Node *p_node) const;
- Node *get_deepest_editable_node(Node *start_node) const;
- #ifdef TOOLS_ENABLED
- void set_property_pinned(const StringName &p_property, bool p_pinned);
- bool is_property_pinned(const StringName &p_property) const;
- virtual StringName get_property_store_alias(const StringName &p_property) const;
- #endif
- void get_storable_properties(Set<StringName> &r_storable_properties) const;
- virtual String to_string();
- /* NOTIFICATIONS */
- void propagate_notification(int p_notification);
- void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
- /* PROCESSING */
- void set_physics_process(bool p_process);
- float get_physics_process_delta_time() const;
- bool is_physics_processing() const;
- void set_process(bool p_idle_process);
- float get_process_delta_time() const;
- bool is_processing() const;
- void set_physics_process_internal(bool p_process_internal);
- bool is_physics_processing_internal() const;
- void set_process_internal(bool p_idle_process_internal);
- bool is_processing_internal() const;
- void set_process_priority(int p_priority);
- int get_process_priority() 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(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
- Node *duplicate_and_reown(const Map<Node *, Node *> &p_reown_map) const;
- #ifdef TOOLS_ENABLED
- Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap) const;
- Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap, const Map<RES, RES> &p_resource_remap) const;
- void remap_node_resources(Node *p_node, const Map<RES, RES> &p_resource_remap) const;
- void remap_nested_resources(RES p_resource, const Map<RES, RES> &p_resource_remap) const;
- #endif
- // 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;
- bool can_process_notification(int p_what) const;
- void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
- PhysicsInterpolationMode get_physics_interpolation_mode() const { return data.physics_interpolation_mode; }
- _FORCE_INLINE_ bool is_physics_interpolated() const { return data.physics_interpolated; }
- _FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return is_inside_tree() && get_tree()->is_physics_interpolation_enabled() && is_physics_interpolated(); }
- void reset_physics_interpolation();
- void request_ready();
- static void print_stray_nodes();
- #ifdef TOOLS_ENABLED
- String validate_child_name(Node *p_child);
- #endif
- void queue_delete();
- //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
- 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;
- bool is_owned_by_parent() const;
- 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; }
- virtual String get_configuration_warning() const;
- void update_configuration_warning();
- void set_display_folded(bool p_folded);
- bool is_displayed_folded() const;
- /* NETWORK */
- void set_network_master(int p_peer_id, bool p_recursive = true);
- int get_network_master() const;
- bool is_network_master() const;
- void rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
- void rset_config(const StringName &p_property, MultiplayerAPI::RPCMode p_mode); // config a local property for RPC
- void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
- void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
- void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
- void rpc_unreliable_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
- void rset(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
- void rset_unreliable(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
- void rset_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
- void rset_unreliable_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
- void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
- void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
- Ref<MultiplayerAPI> get_multiplayer() const;
- Ref<MultiplayerAPI> get_custom_multiplayer() const;
- void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
- const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rpc_mode(const StringName &p_method);
- const Map<StringName, MultiplayerAPI::RPCMode>::Element *get_node_rset_mode(const StringName &p_property);
- Node();
- ~Node();
- };
- VARIANT_ENUM_CAST(Node::DuplicateFlags);
- typedef Set<Node *, Node::Comparator> NodeSet;
- #endif // NODE_H
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