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73 lines
3.1 KiB
C++
73 lines
3.1 KiB
C++
#ifndef SCENE_DIFF_H
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#define SCENE_DIFF_H
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/*************************************************************************/
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/* scene_diff.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/**
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@author AndreaCatania
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*/
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#include "core/object/class_db.h"
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#include "net_utilities.h"
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class SceneSynchronizer;
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struct VarDiff {
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bool is_different = false;
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Variant value;
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};
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/// This class is used to track the scene changes during a particular period of
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/// the frame. You can use it to generate partial FrameSnapshot that contains
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/// only portion of a change.
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class SceneDiff : public Object {
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GDCLASS(SceneDiff, Object);
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friend class SceneSynchronizer;
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static void _bind_methods();
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uint32_t start_tracking_count = 0;
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LocalVector<LocalVector<Variant>> tracking;
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LocalVector<LocalVector<VarDiff>> diff;
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public:
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SceneDiff() = default;
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void start_tracking_scene_changes(const LocalVector<NetUtility::NodeData *> &p_nodes);
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void stop_tracking_scene_changes(const SceneSynchronizer *p_synchronizer);
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bool is_tracking_in_progress() const;
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};
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#endif // SCENE_DIFF_H
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