/*************************************************************************/ /* prop_2d_instance_job.cpp */ /*************************************************************************/ /* 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 "prop_2d_instance_job.h" #include "prop_2d_instance.h" #include "./props/prop_2d_data.h" #include "../opensimplex/open_simplex_noise.h" const String Prop2DInstanceJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process"; Prop2DInstanceJob::ActiveBuildPhaseType Prop2DInstanceJob::get_build_phase_type() { return _build_phase_type; } void Prop2DInstanceJob::set_build_phase_type(Prop2DInstanceJob::ActiveBuildPhaseType build_phase_type) { _build_phase_type = build_phase_type; } void Prop2DInstanceJob::set_prop(const Ref &prop) { _prop = prop; _in_tree = true; } void Prop2DInstanceJob::set_prop_instance(Prop2DInstance *instance) { _instance = instance; } void Prop2DInstanceJob::set_prop_instance_bind(Node *instance) { set_prop_instance(Object::cast_to(instance)); } int Prop2DInstanceJob::get_phase() { return _phase; } void Prop2DInstanceJob::set_phase(const int phase) { _phase = phase; } void Prop2DInstanceJob::next_phase() { ++_phase; } bool Prop2DInstanceJob::get_build_done() { return _build_done; } void Prop2DInstanceJob::set_build_done(const bool val) { _build_done = val; } void Prop2DInstanceJob::finished() { set_build_done(true); if (_instance) { _instance->build_finished(); } } void Prop2DInstanceJob::reset() { call("_reset"); } void Prop2DInstanceJob::_reset() { _build_done = false; _phase = 0; } void Prop2DInstanceJob::_execute() { ActiveBuildPhaseType origpt = _build_phase_type; while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) { execute_phase(); } } void Prop2DInstanceJob::execute_phase() { call("_execute_phase"); } void Prop2DInstanceJob::_execute_phase() { finished(); } void Prop2DInstanceJob::process(const float delta) { if (has_method("_process")) call("_process", delta); } void Prop2DInstanceJob::physics_process(const float delta) { if (has_method("_physics_process")) call("_physics_process", delta); } void Prop2DInstanceJob::prop_instance_enter_tree() { _in_tree = true; } void Prop2DInstanceJob::prop_instance_exit_tree() { _in_tree = false; if (get_complete()) { _prop.unref(); } else { set_cancelled(true); } } Prop2DInstanceJob::Prop2DInstanceJob() { _instance = NULL; _in_tree = false; _build_phase_type = BUILD_PHASE_TYPE_NORMAL; _build_done = true; _phase = 0; } Prop2DInstanceJob::~Prop2DInstanceJob() { _prop.unref(); _instance = NULL; } void Prop2DInstanceJob::_bind_methods() { BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta"))); BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta"))); ClassDB::bind_method(D_METHOD("get_build_phase_type"), &Prop2DInstanceJob::get_build_phase_type); ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &Prop2DInstanceJob::set_build_phase_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_build_phase_type", "get_build_phase_type"); ClassDB::bind_method(D_METHOD("set_prop", "prop"), &Prop2DInstanceJob::set_prop); ClassDB::bind_method(D_METHOD("set_prop_instance", "instance"), &Prop2DInstanceJob::set_prop_instance_bind); ClassDB::bind_method(D_METHOD("get_phase"), &Prop2DInstanceJob::get_phase); ClassDB::bind_method(D_METHOD("set_phase", "phase"), &Prop2DInstanceJob::set_phase); ClassDB::bind_method(D_METHOD("next_phase"), &Prop2DInstanceJob::next_phase); ClassDB::bind_method(D_METHOD("get_build_done"), &Prop2DInstanceJob::get_build_done); ClassDB::bind_method(D_METHOD("set_build_done", "val"), &Prop2DInstanceJob::set_build_done); ClassDB::bind_method(D_METHOD("finished"), &Prop2DInstanceJob::finished); BIND_VMETHOD(MethodInfo("_reset")); ClassDB::bind_method(D_METHOD("reset"), &Prop2DInstanceJob::reset); ClassDB::bind_method(D_METHOD("_reset"), &Prop2DInstanceJob::_reset); BIND_VMETHOD(MethodInfo("_execute_phase")); ClassDB::bind_method(D_METHOD("execute_phase"), &Prop2DInstanceJob::execute_phase); ClassDB::bind_method(D_METHOD("_execute_phase"), &Prop2DInstanceJob::_execute_phase); ClassDB::bind_method(D_METHOD("prop_instance_exit_tree"), &Prop2DInstanceJob::prop_instance_exit_tree); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_NORMAL); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PROCESS); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PHYSICS_PROCESS); }