/*************************************************************************/ /* scene_tree.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_tree.h" #include "core/input/shortcut.h" #include "core/io/marshalls.h" #include "core/io/resource_loader.h" #include "core/object/message_queue.h" #include "core/os/dir_access.h" #include "core/os/keyboard.h" #include "core/os/os.h" #include "core/os/thread_pool.h" #include "core/string/print_string.h" #include "core/variant/variant_parser.h" #include "main/input_default.h" #include "node.h" #include "scene/3d/spatial.h" #include "scene/animation/scene_tree_tween.h" #include "scene/debugger/script_debugger_remote.h" #include "scene/gui/control.h" #include "scene/resources/font/dynamic_font.h" #include "scene/resources/material.h" #include "scene/resources/mesh.h" #include "scene/resources/packed_scene.h" #include "scene/scene_string_names.h" #include "servers/audio_server.h" #include "servers/navigation_server.h" #include "servers/physics_2d_server.h" #include "servers/physics_server.h" #include "viewport.h" #include "modules/modules_enabled.gen.h" // For freetype. #include "scene/resources/mesh.h" #include "scene/resources/world_2d.h" #include "scene/resources/world_3d.h" #include #include void SceneTreeTimer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left); ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left); ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left"), "set_time_left", "get_time_left"); ADD_SIGNAL(MethodInfo("timeout")); } void SceneTreeTimer::set_time_left(float p_time) { time_left = p_time; } float SceneTreeTimer::get_time_left() const { return time_left; } void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) { process_pause = p_pause_mode_process; } bool SceneTreeTimer::is_pause_mode_process() { return process_pause; } void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) { ignore_time_scale = p_ignore; } bool SceneTreeTimer::is_ignore_time_scale() { return ignore_time_scale; } void SceneTreeTimer::release_connections() { List connections; get_all_signal_connections(&connections); for (List::Element *E = connections.front(); E; E = E->next()) { Connection const &connection = E->get(); disconnect(connection.signal, connection.target, connection.method); } } SceneTreeTimer::SceneTreeTimer() { time_left = 0; process_pause = true; } // This should be called once per physics tick, to make sure the transform previous and current // is kept up to date on the few spatials that are using client side physics interpolation void SceneTree::ClientPhysicsInterpolation::physics_process() { for (SelfList *E = _spatials_list.first(); E;) { Spatial *spatial = E->self(); SelfList *current = E; // get the next element here BEFORE we potentially delete one E = E->next(); // This will return false if the spatial has timed out .. // i.e. If get_global_transform_interpolated() has not been called // for a few seconds, we can delete from the list to keep processing // to a minimum. if (!spatial->update_client_physics_interpolation_data()) { _spatials_list.remove(current); } } } void SceneTree::tree_changed() { tree_version++; emit_signal(tree_changed_name); } void SceneTree::node_added(Node *p_node) { emit_signal(node_added_name, p_node); } void SceneTree::node_removed(Node *p_node) { // Nodes can only be removed from the main thread. if (current_scene == p_node) { current_scene = nullptr; } emit_signal(node_removed_name, p_node); if (call_lock > 0) { call_skip.insert(p_node); } } void SceneTree::node_renamed(Node *p_node) { emit_signal(node_renamed_name, p_node); } SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { E = group_map.insert(p_group, Group()); } ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + "."); E->get().nodes.push_back(p_node); //E->get().last_tree_version=0; E->get().changed = true; return &E->get(); } void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); ERR_FAIL_COND(!E); E->get().nodes.erase(p_node); if (E->get().nodes.empty()) { group_map.erase(E); } } void SceneTree::make_group_changed(const StringName &p_group) { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (E) { E->get().changed = true; } } void SceneTree::flush_transform_notifications() { _THREAD_SAFE_METHOD_ SelfList *n = xform_change_list.first(); while (n) { Node *node = n->self(); SelfList *nx = n->next(); xform_change_list.remove(n); n = nx; node->notification(NOTIFICATION_TRANSFORM_CHANGED); } } void SceneTree::_flush_ugc() { ugc_locked = true; while (unique_group_calls.size()) { RBMap>::Element *E = unique_group_calls.front(); Variant v[VARIANT_ARG_MAX]; for (int i = 0; i < E->get().size(); i++) { v[i] = E->get()[i]; } static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); unique_group_calls.erase(E); } ugc_locked = false; } void SceneTree::_update_group_order(Group &g, bool p_use_priority) { if (!g.changed) { return; } if (g.nodes.empty()) { return; } Node **nodes = g.nodes.ptrw(); int node_count = g.nodes.size(); if (p_use_priority) { SortArray node_sort; node_sort.sort(nodes, node_count); } else { SortArray node_sort; node_sort.sort(nodes, node_count); } g.changed = false; } void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) { Vector nodes_copy; { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return; } Group &g = E->get(); if (g.nodes.empty()) { return; } if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) { ERR_FAIL_COND(ugc_locked); UGCall ug; ug.call = p_function; ug.group = p_group; if (unique_group_calls.has(ug)) { return; } VARIANT_ARGPTRS; Vector args; for (int i = 0; i < VARIANT_ARG_MAX; i++) { if (argptr[i]->get_type() == Variant::NIL) { break; } args.push_back(*argptr[i]); } unique_group_calls[ug] = args; return; } _update_group_order(g); nodes_copy = g.nodes; } Node **nodes = nodes_copy.ptrw(); int node_count = nodes_copy.size(); _THREAD_SAFE_LOCK_ call_lock++; _THREAD_SAFE_UNLOCK_ if (p_call_flags & GROUP_CALL_REVERSE) { for (int i = node_count - 1; i >= 0; i--) { if (call_lock && call_skip.has(nodes[i])) { continue; } if (p_call_flags & GROUP_CALL_REALTIME) { if (p_call_flags & GROUP_CALL_MULTILEVEL) { nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS); } else { nodes[i]->call(p_function, VARIANT_ARG_PASS); } } else { MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS); } } } else { for (int i = 0; i < node_count; i++) { if (call_lock && call_skip.has(nodes[i])) { continue; } if (p_call_flags & GROUP_CALL_REALTIME) { if (p_call_flags & GROUP_CALL_MULTILEVEL) { nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS); } else { nodes[i]->call(p_function, VARIANT_ARG_PASS); } } else { MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS); } } } _THREAD_SAFE_LOCK_ call_lock--; if (call_lock == 0) { call_skip.clear(); } _THREAD_SAFE_UNLOCK_ } void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) { Vector nodes_copy; { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return; } Group &g = E->get(); if (g.nodes.empty()) { return; } _update_group_order(g); nodes_copy = g.nodes; } Node **nodes = nodes_copy.ptrw(); int node_count = nodes_copy.size(); _THREAD_SAFE_LOCK_ call_lock++; _THREAD_SAFE_UNLOCK_ if (p_call_flags & GROUP_CALL_REVERSE) { for (int i = node_count - 1; i >= 0; i--) { if (call_lock && call_skip.has(nodes[i])) { continue; } if (p_call_flags & GROUP_CALL_REALTIME) { nodes[i]->notification(p_notification); } else { MessageQueue::get_singleton()->push_notification(nodes[i], p_notification); } } } else { for (int i = 0; i < node_count; i++) { if (call_lock && call_skip.has(nodes[i])) { continue; } if (p_call_flags & GROUP_CALL_REALTIME) { nodes[i]->notification(p_notification); } else { MessageQueue::get_singleton()->push_notification(nodes[i], p_notification); } } } _THREAD_SAFE_LOCK_ call_lock--; if (call_lock == 0) { call_skip.clear(); } _THREAD_SAFE_UNLOCK_ } void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) { Vector nodes_copy; { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return; } Group &g = E->get(); if (g.nodes.empty()) { return; } _update_group_order(g); nodes_copy = g.nodes; } Node **nodes = nodes_copy.ptrw(); int node_count = nodes_copy.size(); _THREAD_SAFE_LOCK_ call_lock++; _THREAD_SAFE_UNLOCK_ if (p_call_flags & GROUP_CALL_REVERSE) { for (int i = node_count - 1; i >= 0; i--) { if (call_lock && call_skip.has(nodes[i])) { continue; } if (p_call_flags & GROUP_CALL_REALTIME) { nodes[i]->set(p_name, p_value); } else { MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value); } } } else { for (int i = 0; i < node_count; i++) { if (call_lock && call_skip.has(nodes[i])) { continue; } if (p_call_flags & GROUP_CALL_REALTIME) { nodes[i]->set(p_name, p_value); } else { MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value); } } } _THREAD_SAFE_LOCK_ call_lock--; if (call_lock == 0) { call_skip.clear(); } _THREAD_SAFE_UNLOCK_ } void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) { call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS); } void SceneTree::notify_group(const StringName &p_group, int p_notification) { notify_group_flags(0, p_group, p_notification); } void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) { set_group_flags(0, p_group, p_name, p_value); } void SceneTree::set_input_as_handled() { input_handled = true; } void SceneTree::input_text(const String &p_text) { root_lock++; call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check root_lock--; } bool SceneTree::is_input_handled() { return input_handled; } void SceneTree::input_event(const Ref &p_event) { if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to(p_event.ptr()) || Object::cast_to(*p_event))) { return; //avoid joy input on editor } current_event++; root_lock++; input_handled = false; // Don't make const ref unless you can find and fix what caused GH-34691. Ref ev = p_event; MainLoop::input_event(ev); call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) { // Quit from game window using the stop shortcut (F8 by default). // The custom shortcut is provided via environment variable when running from the editor. if (debugger_stop_shortcut.is_null()) { String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__"); if (!shortcut_str.empty()) { Variant shortcut_var; VariantParser::StreamString ss; ss.s = shortcut_str; String errs; int line; VariantParser::parse(&ss, shortcut_var, errs, line); debugger_stop_shortcut = shortcut_var; } if (debugger_stop_shortcut.is_null()) { // Define a default shortcut if it wasn't provided or is invalid. Ref ie; ie.instance(); ie->set_scancode(KEY_F8); ie->set_unicode(KEY_F8); debugger_stop_shortcut.instance(); debugger_stop_shortcut->set_shortcut(ie); } } Ref k = ev; if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->is_shortcut(k)) { ScriptDebugger::get_singleton()->request_quit(); } } _flush_ugc(); root_lock--; //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness root_lock++; if (!input_handled) { call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check _flush_ugc(); // input_handled = true; - no reason to set this as handled root_lock--; //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness } else { // input_handled = true; - no reason to set this as handled root_lock--; } _call_idle_callbacks(); } void SceneTree::init() { ERR_FAIL_COND(!root); initialized = true; root->_set_tree(this); MainLoop::init(); } void SceneTree::set_physics_interpolation_enabled(bool p_enabled) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "set_physics_interpolation_enabled can only be set from the main thread."); // disallow interpolation in editor if (Engine::get_singleton()->is_editor_hint()) { p_enabled = false; } if (p_enabled == _physics_interpolation_enabled) { return; } _physics_interpolation_enabled = p_enabled; RenderingServer::get_singleton()->set_physics_interpolation_enabled(p_enabled); } bool SceneTree::is_physics_interpolation_enabled() const { return _physics_interpolation_enabled; } void SceneTree::client_physics_interpolation_add_spatial(SelfList *p_elem) { // This ensures that _update_physics_interpolation_data() will be called at least once every // physics tick, to ensure the previous and current transforms are kept up to date. _client_physics_interpolation._spatials_list.add(p_elem); } void SceneTree::client_physics_interpolation_remove_spatial(SelfList *p_elem) { _client_physics_interpolation._spatials_list.remove(p_elem); } void SceneTree::iteration_prepare() { if (_physics_interpolation_enabled) { RenderingServer::get_singleton()->tick(); } } void SceneTree::iteration_end() { // When physics interpolation is active, we want all pending transforms // to be flushed to the RenderingServer before finishing a physics tick. if (_physics_interpolation_enabled) { flush_transform_notifications(); } } bool SceneTree::iteration(float p_time) { root_lock++; current_frame++; // Any objects performing client physics interpolation // should be given an opportunity to keep their previous transforms // up to take before each new physics tick. _client_physics_interpolation.physics_process(); flush_transform_notifications(); MainLoop::iteration(p_time); physics_process_time = p_time; emit_signal("physics_frame"); // Trigger ProcessGroups processing call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "trigger_physics_process"); _notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS); if (GLOBAL_GET("physics/common/enable_pause_aware_picking")) { call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking", true); } _notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS); // Wait for all ProcessGroups to finish call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "wait_physics_process"); _flush_ugc(); MessageQueue::get_singleton()->flush(); //small little hack process_tweens(p_time, true); flush_transform_notifications(); call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds"); root_lock--; _flush_delete_queue(); _call_idle_callbacks(); return _quit; } void SceneTree::_update_font_oversampling(float p_ratio) { #ifdef MODULE_FREETYPE_ENABLED if (use_font_oversampling) { DynamicFontAtSize::font_oversampling = p_ratio; DynamicFont::update_oversampling(); } #endif // MODULE_FREETYPE_ENABLED } bool SceneTree::idle(float p_time) { //print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage())); //print_line("node count: "+itos(get_node_count())); //print_line("TEXTURE RAM: "+itos(RS::get_singleton()->get_render_info(RS::INFO_TEXTURE_MEM_USED))); root_lock++; MainLoop::idle(p_time); idle_process_time = p_time; if (multiplayer_poll) { multiplayer->poll(); } ThreadPool::get_singleton()->update(); emit_signal("idle_frame"); MessageQueue::get_singleton()->flush(); //small little hack flush_transform_notifications(); // Trigger ProcessGroups processing call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "trigger_process"); _notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS); _notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS); // Wait for all ProcessGroups to finish call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "wait_process"); Size2 win_size = OS::get_singleton()->get_window_size(); if (win_size != last_screen_size) { last_screen_size = win_size; _update_root_rect(); emit_signal("screen_resized"); } _flush_ugc(); MessageQueue::get_singleton()->flush(); //small little hack flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds"); root_lock--; _flush_delete_queue(); //go through timers { _THREAD_SAFE_METHOD_ List>::Element *L = timers.back(); //last element for (List>::Element *E = timers.front(); E;) { List>::Element *N = E->next(); if (pause && !E->get()->is_pause_mode_process()) { if (E == L) { break; //break on last, so if new timers were added during list traversal, ignore them. } E = N; continue; } float time_left = E->get()->get_time_left(); if (E->get()->is_ignore_time_scale()) { time_left -= Engine::get_singleton()->get_idle_frame_step(); } else { time_left -= p_time; } E->get()->set_time_left(time_left); if (time_left < 0) { E->get()->emit_signal("timeout"); timers.erase(E); } if (E == L) { break; //break on last, so if new timers were added during list traversal, ignore them. } E = N; } } process_tweens(p_time, false); flush_transform_notifications(); //additional transforms after timers update _call_idle_callbacks(); ProjectSettings::get_singleton()->update(); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { //simple hack to reload fallback environment if it changed from editor String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment"); env_path = env_path.strip_edges(); //user may have added a space or two String cpath; Ref fallback = get_root()->get_world_3d()->get_fallback_environment(); if (fallback.is_valid()) { cpath = fallback->get_path(); } if (cpath != env_path) { if (env_path != String()) { fallback = ResourceLoader::load(env_path); if (fallback.is_null()) { //could not load fallback, set as empty ProjectSettings::get_singleton()->set("rendering/environment/default_environment", ""); } } else { fallback.unref(); } get_root()->get_world_3d()->set_fallback_environment(fallback); } } #endif if (_physics_interpolation_enabled) { RenderingServer::get_singleton()->pre_draw(true); } return _quit; } void SceneTree::process_tweens(float p_delta, bool p_physics) { _THREAD_SAFE_METHOD_ // This methods works similarly to how SceneTreeTimers are handled. List>::Element *L = tweens.back(); for (List>::Element *E = tweens.front(); E;) { List>::Element *N = E->next(); // Don't process if paused or process mode doesn't match. if (!E->get()->can_process(pause) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) { if (E == L) { break; } E = N; continue; } if (!E->get()->step(p_delta)) { E->get()->clear(); tweens.erase(E); } if (E == L) { break; } E = N; } } void SceneTree::finish() { _flush_delete_queue(); _flush_ugc(); initialized = false; MainLoop::finish(); if (root) { root->_set_tree(nullptr); root->_propagate_after_exit_branch(true); memdelete(root); //delete root root = nullptr; } // In case deletion of some objects was queued when destructing the `root`. // E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree. _flush_delete_queue(); // Cleanup timers. for (List>::Element *E = timers.front(); E; E = E->next()) { E->get()->release_connections(); } timers.clear(); // Cleanup tweens. for (List>::Element *E = tweens.front(); E; E = E->next()) { E->get()->clear(); } tweens.clear(); } void SceneTree::quit(int p_exit_code) { _THREAD_SAFE_METHOD_ if (p_exit_code >= 0) { // Override the exit code if a positive argument is given (the default is `-1`). // This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting. OS::get_singleton()->set_exit_code(p_exit_code); } else if (!OS::get_singleton()->is_custom_exit_code()) { // Must customize exit code, otherwise it will default to a non-zero value OS::get_singleton()->set_exit_code(EXIT_SUCCESS); } _quit = true; } void SceneTree::_notification(int p_notification) { switch (p_notification) { case NOTIFICATION_WM_QUIT_REQUEST: { get_root()->propagate_notification(p_notification); if (accept_quit) { _quit = true; break; } } break; case NOTIFICATION_WM_GO_BACK_REQUEST: { get_root()->propagate_notification(p_notification); if (quit_on_go_back) { _quit = true; break; } } break; case NOTIFICATION_WM_FOCUS_IN: { AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_FOCUS_LOSS, false); InputDefault *id = Object::cast_to(Input::get_singleton()); if (id) { id->ensure_touch_mouse_raised(); } get_root()->propagate_notification(p_notification); } break; case NOTIFICATION_WM_FOCUS_OUT: { AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_FOCUS_LOSS, true); get_root()->propagate_notification(p_notification); } break; case NOTIFICATION_APP_PAUSED: { AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_PAUSED, true); get_root()->propagate_notification(p_notification); } break; case NOTIFICATION_APP_RESUMED: { AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_PAUSED, false); get_root()->propagate_notification(p_notification); } break; case NOTIFICATION_TRANSLATION_CHANGED: { if (!Engine::get_singleton()->is_editor_hint()) { get_root()->propagate_notification(p_notification); } } break; case NOTIFICATION_WM_UNFOCUS_REQUEST: { notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST); get_root()->propagate_notification(p_notification); } break; case NOTIFICATION_OS_MEMORY_WARNING: case NOTIFICATION_OS_IME_UPDATE: case NOTIFICATION_WM_MOUSE_ENTER: case NOTIFICATION_WM_MOUSE_EXIT: case NOTIFICATION_WM_ABOUT: case NOTIFICATION_CRASH: { get_root()->propagate_notification(p_notification); } break; default: break; }; }; bool SceneTree::is_auto_accept_quit() const { return accept_quit; } void SceneTree::set_auto_accept_quit(bool p_enable) { accept_quit = p_enable; } bool SceneTree::is_quit_on_go_back() const { return quit_on_go_back; } void SceneTree::set_quit_on_go_back(bool p_enable) { quit_on_go_back = p_enable; } #ifdef TOOLS_ENABLED bool SceneTree::is_node_being_edited(const Node *p_node) const { return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node); } #endif #ifdef DEBUG_ENABLED void SceneTree::set_debug_collisions_hint(bool p_enabled) { debug_collisions_hint = p_enabled; } bool SceneTree::is_debugging_collisions_hint() const { return debug_collisions_hint; } void SceneTree::set_debug_navigation_hint(bool p_enabled) { debug_navigation_hint = p_enabled; } bool SceneTree::is_debugging_navigation_hint() const { return debug_navigation_hint; } void SceneTree::set_debug_paths_hint(bool p_enabled) { debug_paths_hint = p_enabled; } bool SceneTree::is_debugging_paths_hint() const { return debug_paths_hint; } #endif void SceneTree::set_debug_collisions_color(const Color &p_color) { debug_collisions_color = p_color; } Color SceneTree::get_debug_collisions_color() const { return debug_collisions_color; } void SceneTree::set_debug_collision_contact_color(const Color &p_color) { debug_collision_contact_color = p_color; } Color SceneTree::get_debug_collision_contact_color() const { return debug_collision_contact_color; } void SceneTree::set_debug_paths_color(const Color &p_color) { debug_paths_color = p_color; } Color SceneTree::get_debug_paths_color() const { return debug_paths_color; } void SceneTree::set_debug_paths_width(float p_width) { debug_paths_width = p_width; } float SceneTree::get_debug_paths_width() const { return debug_paths_width; } Ref SceneTree::get_debug_paths_material() { if (debug_paths_material.is_valid()) { return debug_paths_material; } Ref _debug_material = Ref(memnew(SpatialMaterial)); _debug_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true); _debug_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); _debug_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); _debug_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); _debug_material->set_albedo(get_debug_paths_color()); debug_paths_material = _debug_material; return debug_paths_material; } Ref SceneTree::get_debug_collision_material() { _THREAD_SAFE_METHOD_ if (collision_material.is_valid()) { return collision_material; } Ref line_material = Ref(memnew(SpatialMaterial)); line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true); line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); line_material->set_albedo(get_debug_collisions_color()); collision_material = line_material; return collision_material; } Ref SceneTree::get_debug_contact_mesh() { _THREAD_SAFE_METHOD_ if (debug_contact_mesh.is_valid()) { return debug_contact_mesh; } debug_contact_mesh = Ref(memnew(ArrayMesh)); Ref mat = Ref(memnew(SpatialMaterial)); mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true); mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true); mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); mat->set_albedo(get_debug_collision_contact_color()); Vector3 diamond[6] = { Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(0, -1, 0), Vector3(0, 1, 0), Vector3(0, 0, -1), Vector3(0, 0, 1) }; /* clang-format off */ int diamond_faces[8 * 3] = { 0, 2, 4, 0, 3, 4, 1, 2, 4, 1, 3, 4, 0, 2, 5, 0, 3, 5, 1, 2, 5, 1, 3, 5, }; /* clang-format on */ PoolVector indices; for (int i = 0; i < 8 * 3; i++) { indices.push_back(diamond_faces[i]); } PoolVector vertices; for (int i = 0; i < 6; i++) { vertices.push_back(diamond[i] * 0.1); } Array arr; arr.resize(Mesh::ARRAY_MAX); arr[Mesh::ARRAY_VERTEX] = vertices; arr[Mesh::ARRAY_INDEX] = indices; debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr); debug_contact_mesh->surface_set_material(0, mat); return debug_contact_mesh; } void SceneTree::set_pause(bool p_enabled) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Pause can only be set from the main thread."); if (p_enabled == pause) { return; } pause = p_enabled; PhysicsServer::get_singleton()->set_active(!p_enabled); Physics2DServer::get_singleton()->set_active(!p_enabled); if (get_root()) { get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED); } } bool SceneTree::is_paused() const { return pause; } void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) { Vector nodes_copy; { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return; } Group &g = E->get(); if (g.nodes.empty()) { return; } _update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS); //copy, so copy on write happens in case something is removed from process while being called //performance is not lost because only if something is added/removed the vector is copied. nodes_copy = g.nodes; } int node_count = nodes_copy.size(); Node **nodes = nodes_copy.ptrw(); _THREAD_SAFE_LOCK_ call_lock++; _THREAD_SAFE_UNLOCK_ for (int i = 0; i < node_count; i++) { Node *n = nodes[i]; if (call_lock && call_skip.has(n)) { continue; } if (!n->can_process()) { continue; } if (!n->can_process_notification(p_notification)) { continue; } n->notification(p_notification); //ERR_FAIL_COND(node_count != g.nodes.size()); } _THREAD_SAFE_LOCK_ call_lock--; if (call_lock == 0) { call_skip.clear(); } _THREAD_SAFE_UNLOCK_ } /* void SceneMainLoop::_update_listener_2d() { if (listener_2d.is_valid()) { SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() ); } } */ Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) { r_error.error = Variant::CallError::CALL_OK; ERR_FAIL_COND_V(p_argcount < 3, Variant()); ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant()); ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant()); ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING, Variant()); int flags = *p_args[0]; StringName group = *p_args[1]; StringName method = *p_args[2]; Variant v[VARIANT_ARG_MAX]; for (int i = 0; i < MIN(p_argcount - 3, VARIANT_ARG_MAX); i++) { v[i] = *p_args[i + 3]; } static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); return Variant(); } Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) { r_error.error = Variant::CallError::CALL_OK; ERR_FAIL_COND_V(p_argcount < 2, Variant()); ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING, Variant()); ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant()); StringName group = *p_args[0]; StringName method = *p_args[1]; Variant v[VARIANT_ARG_MAX]; for (int i = 0; i < MIN(p_argcount - 2, 5); i++) { v[i] = *p_args[i + 2]; } call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]); return Variant(); } void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType p_call_type, const Ref &p_input) { Vector nodes_copy; { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return; } Group &g = E->get(); if (g.nodes.empty()) { return; } _update_group_order(g); //copy, so copy on write happens in case something is removed from process while being called //performance is not lost because only if something is added/removed the vector is copied. nodes_copy = g.nodes; } int node_count = nodes_copy.size(); Node **nodes = nodes_copy.ptrw(); Variant arg = p_input; const Variant *v[1] = { &arg }; _THREAD_SAFE_LOCK_ call_lock++; _THREAD_SAFE_UNLOCK_ StringName method; switch (p_call_type) { case CALL_INPUT_TYPE_INPUT: method = SceneStringNames::get_singleton()->_input; break; case CALL_INPUT_TYPE_SHORTCUT_INPUT: method = SceneStringNames::get_singleton()->_shortcut_input; break; case CALL_INPUT_TYPE_UNHANDLED_INPUT: method = SceneStringNames::get_singleton()->_unhandled_input; break; case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT: method = SceneStringNames::get_singleton()->_unhandled_key_input; break; } if (p_call_type != CALL_INPUT_TYPE_SHORTCUT_INPUT) { for (int i = node_count - 1; i >= 0; i--) { if (input_handled) { break; } Node *n = nodes[i]; if (call_lock && call_skip.has(n)) { continue; } if (!n->can_process()) { continue; } n->call_multilevel(method, (const Variant **)v, 1); //ERR_FAIL_COND(node_count != g.nodes.size()); } } else { Vector no_context_nodes; for (int i = node_count - 1; i >= 0; i--) { if (input_handled) { break; } Node *n = nodes[i]; if (call_lock && call_skip.has(n)) { continue; } if (!n->can_process()) { continue; } const Control *c = Object::cast_to(n); if (c) { // If calling shortcut input on a control, ensure it respects the shortcut context. // Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes if (c->get_shortcut_context() == NULL) { no_context_nodes.push_back(n); continue; } if (!c->is_focus_owner_in_shortcut_context()) { continue; } } n->call_multilevel(method, (const Variant **)v, 1); //ERR_FAIL_COND(node_count != g.nodes.size()); } int ncns = no_context_nodes.size(); for (int i = 0; i < ncns; ++i) { if (input_handled) { break; } Node *n = no_context_nodes[i]; n->call_multilevel(method, (const Variant **)v, 1); } } _THREAD_SAFE_LOCK_ call_lock--; if (call_lock == 0) { call_skip.clear(); } _THREAD_SAFE_UNLOCK_ } int64_t SceneTree::get_frame() const { return current_frame; } int64_t SceneTree::get_event_count() const { return current_event; } Array SceneTree::_get_nodes_in_group(const StringName &p_group) { _THREAD_SAFE_METHOD_ Array ret; RBMap::Element *E = group_map.find(p_group); if (!E) { return ret; } _update_group_order(E->get()); //update order just in case int nc = E->get().nodes.size(); if (nc == 0) { return ret; } ret.resize(nc); Node **ptr = E->get().nodes.ptrw(); for (int i = 0; i < nc; i++) { ret[i] = ptr[i]; } return ret; } bool SceneTree::has_group(const StringName &p_identifier) const { _THREAD_SAFE_METHOD_ return group_map.has(p_identifier); } void SceneTree::get_nodes_in_group(const StringName &p_group, List *p_list) { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return; } _update_group_order(E->get()); //update order just in case int nc = E->get().nodes.size(); if (nc == 0) { return; } Node **ptr = E->get().nodes.ptrw(); for (int i = 0; i < nc; i++) { p_list->push_back(ptr[i]); } } Node *SceneTree::get_first_node_in_group(const StringName &p_group) { _THREAD_SAFE_METHOD_ RBMap::Element *E = group_map.find(p_group); if (!E) { return NULL; } _update_group_order(E->get()); //update order just in case int nc = E->get().nodes.size(); if (nc == 0) { return NULL; } return E->get().nodes[0]; } void SceneTree::_flush_delete_queue() { _THREAD_SAFE_METHOD_ // Sorting the delete queue by child count (in respect to their parent) // is an optimization because nodes benefit immensely from being deleted // in reverse order to their child count. This is partly due to ordered_remove(), and partly // due to notifications being sent to children that are moved, further in the child list. struct ObjectIDComparator { _FORCE_INLINE_ bool operator()(const DeleteQueueElement &p, const DeleteQueueElement &q) const { return (p.child_list_id > q.child_list_id); } }; delete_queue.sort_custom(); for (uint32_t e = 0; e < delete_queue.size(); e++) { ObjectID id = delete_queue[e].id; Object *obj = ObjectDB::get_instance(id); if (obj) { memdelete(obj); } } delete_queue.clear(); } void SceneTree::queue_delete(Object *p_object) { _THREAD_SAFE_METHOD_ ERR_FAIL_NULL(p_object); // Guard against the user queueing multiple times, // which is unnecessary. if (p_object->is_queued_for_deletion()) { return; } p_object->_is_queued_for_deletion = true; DeleteQueueElement e; e.id = p_object->get_instance_id(); // Storing the list id within the parent allows us // to sort the delete queue in reverse for more efficient // deletion. // Note that data.pos could alternatively be read during flush_delete_queue(), // however reading it here avoids an extra lookup, and should be correct in most cases. // And worst case if the child_list_id changes in the meantime, it will still work, it may just // be slightly slower. const Node *node = Object::cast_to(p_object); if (node) { e.child_list_id = node->data.pos; // Have some grouping by parent object ID, // so that children tend to be deleted together. // This should be more cache friendly. if (node->data.parent) { ObjectID parent_id = node->data.parent->get_instance_id(); // Use a prime number to combine the group with the child id. // Provided there are less than the prime number children in a node, // there will be no collisions. Even if there are collisions, it is no problem. uint32_t group = parent_id * 937; // Rollover the group, we never want the group + the child id // to overflow 31 bits group &= ~(0b111 << 29); e.child_list_id += (int32_t)group; } } else { // For non-nodes, there is no point in sorting them. e.child_list_id = -2; } delete_queue.push_back(e); } int SceneTree::get_node_count() const { return node_count; } void SceneTree::_update_root_rect() { if (stretch_mode == STRETCH_MODE_DISABLED) { _update_font_oversampling(stretch_scale); root->set_size(last_screen_size.floor()); root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size)); root->set_size_override_stretch(true); root->set_size_override(true, (last_screen_size / stretch_scale).floor()); root->update_canvas_items(); return; //user will take care } //actual screen video mode Size2 video_mode = OS::get_singleton()->get_window_size(); Size2 desired_res = stretch_min; Size2 viewport_size; Size2 screen_size; float viewport_aspect = desired_res.aspect(); float video_mode_aspect = video_mode.aspect(); if (stretch_aspect == STRETCH_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) { //same aspect or ignore aspect viewport_size = desired_res; screen_size = video_mode; } else if (viewport_aspect < video_mode_aspect) { // screen ratio is smaller vertically if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) { //will stretch horizontally viewport_size.x = desired_res.y * video_mode_aspect; viewport_size.y = desired_res.y; screen_size = video_mode; } else { //will need black bars viewport_size = desired_res; screen_size.x = video_mode.y * viewport_aspect; screen_size.y = video_mode.y; } } else { //screen ratio is smaller horizontally if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) { //will stretch horizontally viewport_size.x = desired_res.x; viewport_size.y = desired_res.x / video_mode_aspect; screen_size = video_mode; } else { //will need black bars viewport_size = desired_res; screen_size.x = video_mode.x; screen_size.y = video_mode.x / viewport_aspect; } } screen_size = screen_size.floor(); viewport_size = viewport_size.floor(); Size2 margin; Size2 offset; //black bars and margin if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) { margin.x = Math::round((video_mode.x - screen_size.x) / 2.0); RenderingServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0); offset.x = Math::round(margin.x * viewport_size.y / screen_size.y); } else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) { margin.y = Math::round((video_mode.y - screen_size.y) / 2.0); RenderingServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y); offset.y = Math::round(margin.y * viewport_size.x / screen_size.x); } else { RenderingServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0); } switch (stretch_mode) { case STRETCH_MODE_DISABLED: { // Already handled above } break; case STRETCH_MODE_2D: { _update_font_oversampling((screen_size.x / viewport_size.x) * stretch_scale); //screen / viewport ratio drives oversampling root->set_size(screen_size.floor()); root->set_attach_to_screen_rect(Rect2(margin, screen_size)); root->set_size_override_stretch(true); root->set_size_override(true, (viewport_size / stretch_scale).floor()); root->update_canvas_items(); //force them to update just in case } break; case STRETCH_MODE_VIEWPORT: { _update_font_oversampling(1.0); root->set_size((viewport_size / stretch_scale).floor()); root->set_attach_to_screen_rect(Rect2(margin, screen_size)); root->set_size_override_stretch(false); root->set_size_override(false, Size2()); root->update_canvas_items(); //force them to update just in case } break; } } void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_scale) { stretch_mode = p_mode; stretch_aspect = p_aspect; stretch_min = p_minsize; stretch_scale = p_scale; _update_root_rect(); } void SceneTree::set_edited_scene_root(Node *p_node) { #ifdef TOOLS_ENABLED edited_scene_root = p_node; #endif } Node *SceneTree::get_edited_scene_root() const { #ifdef TOOLS_ENABLED return edited_scene_root; #else return NULL; #endif } void SceneTree::set_current_scene(Node *p_scene) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread."); ERR_FAIL_COND(p_scene && p_scene->get_parent() != root); current_scene = p_scene; } Node *SceneTree::get_current_scene() const { return current_scene; } void SceneTree::_change_scene(Node *p_to) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread."); if (current_scene) { memdelete(current_scene); current_scene = nullptr; } // If we're quitting, abort. if (unlikely(_quit)) { if (p_to) { // Prevent memory leak. memdelete(p_to); } return; } if (p_to) { current_scene = p_to; root->add_child(p_to); } } Error SceneTree::change_scene(const String &p_path) { ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Changing scene can only be done from the main thread."); Ref new_scene = ResourceLoader::load(p_path); if (new_scene.is_null()) { return ERR_CANT_OPEN; } return change_scene_to(new_scene); } Error SceneTree::change_scene_to(const Ref &p_scene) { Node *new_scene = nullptr; if (p_scene.is_valid()) { new_scene = p_scene->instance(); ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE); } call_deferred("_change_scene", new_scene); return OK; } Error SceneTree::reload_current_scene() { ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Reloading scene can only be done from the main thread."); ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED); String fname = current_scene->get_filename(); return change_scene(fname); } void SceneTree::add_current_scene(Node *p_current) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Adding a current scene can only be done from the main thread."); current_scene = p_current; root->add_child(p_current); } #ifdef DEBUG_ENABLED static void _fill_array(Node *p_node, Array &array, int p_level) { array.push_back(p_node->get_child_count()); array.push_back(p_node->get_name()); array.push_back(p_node->get_class()); array.push_back(p_node->get_instance_id()); for (int i = 0; i < p_node->get_child_count(); i++) { _fill_array(p_node->get_child(i), array, p_level + 1); } } void SceneTree::_debugger_request_tree() { Array arr; _fill_array(root, arr, 0); ScriptDebugger::get_singleton()->send_message("scene_tree", arr); } void SceneTree::_live_edit_node_path_func(const NodePath &p_path, int p_id) { live_edit_node_path_cache[p_id] = p_path; } void SceneTree::_live_edit_res_path_func(const String &p_path, int p_id) { live_edit_resource_cache[p_id] = p_path; } void SceneTree::_live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) { if (!live_edit_node_path_cache.has(p_id)) { return; } NodePath np = live_edit_node_path_cache[p_id]; Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F; F = F->next()) { Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(np)) { continue; } Node *n2 = n->get_node(np); n2->set(p_prop, p_value); } } void SceneTree::_live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) { RES r = ResourceLoader::load(p_value); if (!r.is_valid()) { return; } _live_edit_node_set_func(p_id, p_prop, r); } void SceneTree::_live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) { if (!live_edit_node_path_cache.has(p_id)) { return; } NodePath np = live_edit_node_path_cache[p_id]; Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F; F = F->next()) { Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(np)) { continue; } Node *n2 = n->get_node(np); n2->call(p_method, VARIANT_ARG_PASS); } } void SceneTree::_live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) { if (!live_edit_resource_cache.has(p_id)) { return; } String resp = live_edit_resource_cache[p_id]; if (!ResourceCache::has(resp)) { return; } RES r = ResourceCache::get(resp); if (!r.is_valid()) { return; } r->set(p_prop, p_value); } void SceneTree::_live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) { RES r = ResourceLoader::load(p_value); if (!r.is_valid()) { return; } _live_edit_res_set_func(p_id, p_prop, r); } void SceneTree::_live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) { if (!live_edit_resource_cache.has(p_id)) { return; } String resp = live_edit_resource_cache[p_id]; if (!ResourceCache::has(resp)) { return; } RES r = ResourceCache::get(resp); if (!r.is_valid()) { return; } r->call(p_method, VARIANT_ARG_PASS); } void SceneTree::_live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from) { live_edit_root = p_scene_path; live_edit_scene = p_scene_from; } void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) { Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F; F = F->next()) { Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_parent)) { continue; } Node *n2 = n->get_node(p_parent); Node *no = Object::cast_to(ClassDB::instance(p_type)); if (!no) { continue; } no->set_name(p_name); n2->add_child(no); } } void SceneTree::_live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) { Ref ps = ResourceLoader::load(p_path); if (!ps.is_valid()) { return; } Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F; F = F->next()) { Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_parent)) { continue; } Node *n2 = n->get_node(p_parent); Node *no = ps->instance(); if (!no) { continue; } no->set_name(p_name); n2->add_child(no); } } void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) { Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F;) { RBSet::Element *N = F->next(); Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_at)) { continue; } Node *n2 = n->get_node(p_at); memdelete(n2); F = N; } } void SceneTree::_live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) { Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F;) { RBSet::Element *N = F->next(); Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_at)) { continue; } Node *n2 = n->get_node(p_at); n2->get_parent()->remove_child(n2); live_edit_remove_list[n][p_keep_id] = n2; F = N; } } void SceneTree::_live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) { Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F;) { RBSet::Element *N = F->next(); Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_at)) { continue; } Node *n2 = n->get_node(p_at); RBMap>::Element *EN = live_edit_remove_list.find(n); if (!EN) { continue; } RBMap::Element *FN = EN->get().find(p_id); if (!FN) { continue; } n2->add_child(FN->get()); EN->get().erase(FN); if (EN->get().size() == 0) { live_edit_remove_list.erase(EN); } F = N; } } void SceneTree::_live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name) { Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F; F = F->next()) { Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_at)) { continue; } Node *n2 = n->get_node(p_at); Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS); if (!dup) { continue; } dup->set_name(p_new_name); n2->get_parent()->add_child(dup); } } void SceneTree::_live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) { Node *base = nullptr; if (root->has_node(live_edit_root)) { base = root->get_node(live_edit_root); } RBMap>::Element *E = live_scene_edit_cache.find(live_edit_scene); if (!E) { return; //scene not editable } for (RBSet::Element *F = E->get().front(); F; F = F->next()) { Node *n = F->get(); if (base && !base->is_a_parent_of(n)) { continue; } if (!n->has_node(p_at)) { continue; } Node *nfrom = n->get_node(p_at); if (!n->has_node(p_new_place)) { continue; } Node *nto = n->get_node(p_new_place); nfrom->get_parent()->remove_child(nfrom); nfrom->set_name(p_new_name); nto->add_child(nfrom); if (p_at_pos >= 0) { nto->move_child(nfrom, p_at_pos); } } } #endif void SceneTree::drop_files(const Vector &p_files, int p_from_screen) { emit_signal("files_dropped", p_files, p_from_screen); MainLoop::drop_files(p_files, p_from_screen); } void SceneTree::global_menu_action(const Variant &p_id, const Variant &p_meta) { emit_signal("global_menu_action", p_id, p_meta); MainLoop::global_menu_action(p_id, p_meta); } Ref SceneTree::create_timer(float p_delay_sec, bool p_process_pause) { _THREAD_SAFE_METHOD_ Ref stt; stt.instance(); stt->set_pause_mode_process(p_process_pause); stt->set_time_left(p_delay_sec); timers.push_back(stt); return stt; } Ref SceneTree::create_tween() { _THREAD_SAFE_METHOD_ Ref tween = memnew(SceneTreeTween(true)); tweens.push_back(tween); return tween; } Array SceneTree::get_processed_tweens() { _THREAD_SAFE_METHOD_ Array ret; ret.resize(tweens.size()); for (int i = 0; i < tweens.size(); i++) { ret[i] = tweens[i]; } return ret; } void SceneTree::_network_peer_connected(int p_id) { emit_signal("network_peer_connected", p_id); } void SceneTree::_network_peer_disconnected(int p_id) { emit_signal("network_peer_disconnected", p_id); } void SceneTree::_connected_to_server() { emit_signal("connected_to_server"); } void SceneTree::_connection_failed() { emit_signal("connection_failed"); } void SceneTree::_server_disconnected() { emit_signal("server_disconnected"); } Ref SceneTree::get_multiplayer() const { ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref(), "Multiplayer can only be manipulated from the main thread."); return multiplayer; } void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread."); multiplayer_poll = p_enabled; } bool SceneTree::is_multiplayer_poll_enabled() const { return multiplayer_poll; } void SceneTree::set_multiplayer(Ref p_multiplayer) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread."); ERR_FAIL_COND(!p_multiplayer.is_valid()); if (multiplayer.is_valid()) { multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected"); multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected"); multiplayer->disconnect("connected_to_server", this, "_connected_to_server"); multiplayer->disconnect("connection_failed", this, "_connection_failed"); multiplayer->disconnect("server_disconnected", this, "_server_disconnected"); } multiplayer = p_multiplayer; multiplayer->set_root_node(root); multiplayer->connect("network_peer_connected", this, "_network_peer_connected"); multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected"); multiplayer->connect("connected_to_server", this, "_connected_to_server"); multiplayer->connect("connection_failed", this, "_connection_failed"); multiplayer->connect("server_disconnected", this, "_server_disconnected"); } void SceneTree::set_network_peer(const Ref &p_network_peer) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread."); multiplayer->set_network_peer(p_network_peer); } Ref SceneTree::get_network_peer() const { ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref(), "Multiplayer can only be manipulated from the main thread."); return multiplayer->get_network_peer(); } bool SceneTree::is_network_server() const { return multiplayer->is_network_server(); } bool SceneTree::has_network_peer() const { return multiplayer->has_network_peer(); } int SceneTree::get_network_unique_id() const { return multiplayer->get_network_unique_id(); } Vector SceneTree::get_network_connected_peers() const { return multiplayer->get_network_connected_peers(); } int SceneTree::get_rpc_sender_id() const { return multiplayer->get_rpc_sender_id(); } void SceneTree::set_refuse_new_network_connections(bool p_refuse) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread."); multiplayer->set_refuse_new_network_connections(p_refuse); } bool SceneTree::is_refusing_new_network_connections() const { return multiplayer->is_refusing_new_network_connections(); } void SceneTree::_bind_methods() { ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root); ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group); ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit); ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit); ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back); ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back"); ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint); ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint); ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint); ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint); ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint); ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint); ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root); ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root); ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause); ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused); ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled); ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled); ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true)); ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween); ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens); ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count); ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame); ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1)); ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "scale"), &SceneTree::set_screen_stretch, DEFVAL(1)); ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled); ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled); ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete); MethodInfo mi; mi.name = "call_group_flags"; mi.arguments.push_back(PropertyInfo(Variant::INT, "flags")); mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group")); mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method")); ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi); ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags); ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags); MethodInfo mi2; mi2.name = "call_group"; mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group")); mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method")); ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2); ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group); ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group); ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group); ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group); ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene); ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene); ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene); ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to); ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene); ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene); ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer); ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer); ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled); ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled); ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer); ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer); ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server); ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer); ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers); ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id); ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id); ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections); ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections); ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected); ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected); ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server); ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed); ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected); ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling); ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections"); ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled"); ADD_SIGNAL(MethodInfo("tree_changed")); ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("screen_resized")); ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("idle_frame")); ADD_SIGNAL(MethodInfo("physics_frame")); ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen"))); ADD_SIGNAL(MethodInfo("global_menu_action", PropertyInfo(Variant::NIL, "id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT))); ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id"))); ADD_SIGNAL(MethodInfo("connected_to_server")); ADD_SIGNAL(MethodInfo("connection_failed")); ADD_SIGNAL(MethodInfo("server_disconnected")); BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT); BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE); BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME); BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE); BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED); BIND_ENUM_CONSTANT(STRETCH_MODE_2D); BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT); BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE); BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP); BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH); BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT); BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND); } SceneTree *SceneTree::singleton = nullptr; SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS]; int SceneTree::idle_callback_count = 0; void SceneTree::_call_idle_callbacks() { for (int i = 0; i < idle_callback_count; i++) { idle_callbacks[i](); } } void SceneTree::add_idle_callback(IdleCallback p_callback) { ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS); idle_callbacks[idle_callback_count++] = p_callback; } void SceneTree::set_use_font_oversampling(bool p_oversampling) { ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Font Oversampling can only be set from the main thread."); if (use_font_oversampling == p_oversampling) { return; } use_font_oversampling = p_oversampling; _update_root_rect(); } bool SceneTree::is_using_font_oversampling() const { return use_font_oversampling; } void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List *r_options) const { if (p_function == "change_scene") { DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES); List directories; directories.push_back(dir_access->get_current_dir()); while (!directories.empty()) { dir_access->change_dir(directories.back()->get()); directories.pop_back(); dir_access->list_dir_begin(); String filename = dir_access->get_next(); while (filename != "") { if (filename == "." || filename == "..") { filename = dir_access->get_next(); continue; } if (dir_access->dir_exists(filename)) { directories.push_back(dir_access->get_current_dir().plus_file(filename)); } else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) { r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\""); } filename = dir_access->get_next(); } } } } SceneTree::SceneTree() { if (singleton == nullptr) { singleton = this; } _quit = false; accept_quit = true; quit_on_go_back = true; initialized = false; use_font_oversampling = false; #ifdef DEBUG_ENABLED debug_collisions_hint = false; debug_navigation_hint = false; debug_paths_hint = false; #endif debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42)); debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8)); debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4)); debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0); collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000); ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true); tree_version = 1; physics_process_time = 0.f; idle_process_time = 0.f; root = nullptr; input_handled = false; pause = false; current_frame = 0; current_event = 0; tree_changed_name = "tree_changed"; node_added_name = "node_added"; node_removed_name = "node_removed"; node_renamed_name = "node_renamed"; ugc_locked = false; call_lock = 0; root_lock = 0; node_count = 0; _physics_interpolation_enabled = false; //create with mainloop root = memnew(Viewport); root->set_name("root"); root->set_handle_input_locally(false); if (!root->get_world_3d().is_valid()) { root->set_world_3d(Ref(memnew(World3D))); } set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false)); // Always disable jitter fix if physics interpolation is enabled - // Jitter fix will interfere with interpolation, and is not necessary // when interpolation is active. if (is_physics_interpolation_enabled()) { Engine::get_singleton()->set_physics_jitter_fix(0); } // Initialize network state multiplayer_poll = true; set_multiplayer(Ref(memnew(MultiplayerAPI))); root->set_as_audio_listener(true); root->set_as_audio_listener_2d(true); current_scene = nullptr; int ref_atlas_size = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_size", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_size", PROPERTY_HINT_RANGE, "0,8192,1,or_greater")); // next_power_of_2 will return a 0 as min value. int ref_atlas_subdiv = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_subdiv", 8); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,1,or_greater")); // next_power_of_2 will return a 0 as min value. int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x")); root->set_msaa(Viewport::MSAA(msaa_mode)); const bool use_fxaa = GLOBAL_DEF("rendering/quality/filters/use_fxaa", false); root->set_use_fxaa(use_fxaa); const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false); root->set_use_debanding(use_debanding); const float sharpen_intensity = GLOBAL_GET("rendering/quality/filters/sharpen_intensity"); root->set_sharpen_intensity(sharpen_intensity); GLOBAL_DEF("rendering/quality/depth/hdr", true); GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false); const bool hdr = GLOBAL_GET("rendering/quality/depth/hdr"); root->set_hdr(hdr); GLOBAL_DEF("rendering/quality/depth/use_32_bpc_depth", false); const bool use_32_bpc_depth = GLOBAL_GET("rendering/quality/depth/use_32_bpc_depth"); root->set_use_32_bpc_depth(use_32_bpc_depth); RS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world_3d()->get_scenario(), ref_atlas_size, ref_atlas_subdiv); { //load default fallback environment //get possible extensions List exts; ResourceLoader::get_recognized_extensions_for_type("Environment3D", &exts); String ext_hint; for (List::Element *E = exts.front(); E; E = E->next()) { if (ext_hint != String()) { ext_hint += ","; } ext_hint += "*." + E->get(); } //get path String env_path = GLOBAL_DEF("rendering/environment/default_environment", ""); //setup property ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint)); env_path = env_path.strip_edges(); if (env_path != String()) { Ref env = ResourceLoader::load(env_path); if (env.is_valid()) { root->get_world_3d()->set_fallback_environment(env); } else { if (Engine::get_singleton()->is_editor_hint()) { //file was erased, clear the field. ProjectSettings::get_singleton()->set("rendering/environment/default_environment", ""); } else { //file was erased, notify user. ERR_PRINT(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded.")); } } } } stretch_mode = STRETCH_MODE_DISABLED; stretch_aspect = STRETCH_ASPECT_IGNORE; stretch_scale = 1.0; last_screen_size = OS::get_singleton()->get_window_size(); _update_root_rect(); if (ScriptDebugger::get_singleton()) { if (ScriptDebugger::get_singleton()->is_remote()) { ScriptDebuggerRemote *remote_debugger = static_cast(ScriptDebugger::get_singleton()); remote_debugger->set_scene_tree(this); } ScriptDebugger::get_singleton()->set_multiplayer(multiplayer); } root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true)); #ifdef TOOLS_ENABLED edited_scene_root = nullptr; #endif #ifdef DEBUG_ENABLED live_edit_root = NodePath("/root"); #endif } SceneTree::~SceneTree() { if (root) { root->_set_tree(nullptr); root->_propagate_after_exit_branch(true); memdelete(root); } if (singleton == this) { singleton = nullptr; } }