#ifndef SCENE_DIFF_H #define SCENE_DIFF_H /*************************************************************************/ /* scene_diff.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. */ /*************************************************************************/ /** @author AndreaCatania */ #include "core/containers/local_vector.h" #include "core/object/class_db.h" #include "net_utilities.h" class SceneSynchronizer; struct VarDiff { bool is_different = false; Variant value; }; /// This class is used to track the scene changes during a particular period of /// the frame. You can use it to generate partial FrameSnapshot that contains /// only portion of a change. class SceneDiff : public Object { GDCLASS(SceneDiff, Object); friend class SceneSynchronizer; static void _bind_methods(); uint32_t start_tracking_count = 0; LocalVector> tracking; LocalVector> diff; public: SceneDiff() = default; void start_tracking_scene_changes(const LocalVector &p_nodes); void stop_tracking_scene_changes(const SceneSynchronizer *p_synchronizer); bool is_tracking_in_progress() const; }; #endif // SCENE_DIFF_H