pandemonium_engine/modules/props/prop_instance_job.h

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#ifndef PROP_INSTANCE_JOB
#define PROP_INSTANCE_JOB
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/*************************************************************************/
/* prop_instance_job.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "scene/resources/texture.h"
#include "core/os/thread_pool_job.h"
class PropData;
class PropInstance;
class PropInstanceJob : public ThreadPoolJob {
GDCLASS(PropInstanceJob, ThreadPoolJob);
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public:
static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
enum ActiveBuildPhaseType {
BUILD_PHASE_TYPE_NORMAL = 0,
BUILD_PHASE_TYPE_PROCESS,
BUILD_PHASE_TYPE_PHYSICS_PROCESS,
};
public:
ActiveBuildPhaseType get_build_phase_type();
void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type);
void set_prop(const Ref<PropData> &prop);
void set_prop_instance(PropInstance *instance);
void set_prop_instance_bind(Node *instance);
int get_phase();
void set_phase(const int phase);
void next_phase();
bool get_build_done();
void set_build_done(const bool val);
void finished();
void reset();
virtual void _reset();
void _execute();
void execute_phase();
virtual void _execute_phase();
void process(const float delta);
void physics_process(const float delta);
void prop_instance_enter_tree();
void prop_instance_exit_tree();
PropInstanceJob();
~PropInstanceJob();
protected:
static void _bind_methods();
ActiveBuildPhaseType _build_phase_type;
bool _build_done;
int _phase;
bool _in_tree;
Ref<PropData> _prop;
PropInstance *_instance;
};
VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType);
#endif