mirror of
https://github.com/Relintai/pandemonium_engine.git
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185 lines
6.4 KiB
C++
185 lines
6.4 KiB
C++
/*************************************************************************/
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/* prop_instance_job.cpp */
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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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#include "prop_instance_job.h"
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#include "prop_instance.h"
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#include "./props/prop_data.h"
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#include "../opensimplex/open_simplex_noise.h"
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const String PropInstanceJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
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PropInstanceJob::ActiveBuildPhaseType PropInstanceJob::get_build_phase_type() {
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return _build_phase_type;
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}
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void PropInstanceJob::set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type) {
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_build_phase_type = build_phase_type;
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}
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void PropInstanceJob::set_prop(const Ref<PropData> &prop) {
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_prop = prop;
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_in_tree = true;
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}
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void PropInstanceJob::set_prop_instance(PropInstance *instance) {
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_instance = instance;
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}
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void PropInstanceJob::set_prop_instance_bind(Node *instance) {
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set_prop_instance(Object::cast_to<PropInstance>(instance));
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}
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int PropInstanceJob::get_phase() {
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return _phase;
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}
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void PropInstanceJob::set_phase(const int phase) {
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_phase = phase;
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}
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void PropInstanceJob::next_phase() {
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++_phase;
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}
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bool PropInstanceJob::get_build_done() {
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return _build_done;
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}
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void PropInstanceJob::set_build_done(const bool val) {
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_build_done = val;
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}
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void PropInstanceJob::finished() {
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set_build_done(true);
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if (_instance) {
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_instance->build_finished();
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}
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}
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void PropInstanceJob::reset() {
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call("_reset");
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}
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void PropInstanceJob::_reset() {
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_build_done = false;
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_phase = 0;
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}
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void PropInstanceJob::_execute() {
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ActiveBuildPhaseType origpt = _build_phase_type;
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while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
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execute_phase();
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}
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}
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void PropInstanceJob::execute_phase() {
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call("_execute_phase");
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}
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void PropInstanceJob::_execute_phase() {
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finished();
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}
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void PropInstanceJob::process(const float delta) {
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if (has_method("_process"))
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call("_process", delta);
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}
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void PropInstanceJob::physics_process(const float delta) {
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if (has_method("_physics_process"))
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call("_physics_process", delta);
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}
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void PropInstanceJob::prop_instance_enter_tree() {
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_in_tree = true;
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}
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void PropInstanceJob::prop_instance_exit_tree() {
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_in_tree = false;
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if (get_complete()) {
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_prop.unref();
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} else {
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set_cancelled(true);
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}
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}
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PropInstanceJob::PropInstanceJob() {
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_instance = NULL;
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_in_tree = false;
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_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
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_build_done = true;
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_phase = 0;
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}
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PropInstanceJob::~PropInstanceJob() {
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_prop.unref();
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_instance = NULL;
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}
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void PropInstanceJob::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
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BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
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ClassDB::bind_method(D_METHOD("get_build_phase_type"), &PropInstanceJob::get_build_phase_type);
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ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &PropInstanceJob::set_build_phase_type);
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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");
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ClassDB::bind_method(D_METHOD("set_prop", "prop"), &PropInstanceJob::set_prop);
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ClassDB::bind_method(D_METHOD("set_prop_instance", "instance"), &PropInstanceJob::set_prop_instance_bind);
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ClassDB::bind_method(D_METHOD("get_phase"), &PropInstanceJob::get_phase);
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ClassDB::bind_method(D_METHOD("set_phase", "phase"), &PropInstanceJob::set_phase);
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ClassDB::bind_method(D_METHOD("next_phase"), &PropInstanceJob::next_phase);
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ClassDB::bind_method(D_METHOD("get_build_done"), &PropInstanceJob::get_build_done);
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ClassDB::bind_method(D_METHOD("set_build_done", "val"), &PropInstanceJob::set_build_done);
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ClassDB::bind_method(D_METHOD("finished"), &PropInstanceJob::finished);
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BIND_VMETHOD(MethodInfo("_reset"));
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ClassDB::bind_method(D_METHOD("reset"), &PropInstanceJob::reset);
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ClassDB::bind_method(D_METHOD("_reset"), &PropInstanceJob::_reset);
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BIND_VMETHOD(MethodInfo("_execute_phase"));
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ClassDB::bind_method(D_METHOD("execute_phase"), &PropInstanceJob::execute_phase);
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ClassDB::bind_method(D_METHOD("_execute_phase"), &PropInstanceJob::_execute_phase);
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ClassDB::bind_method(D_METHOD("prop_instance_exit_tree"), &PropInstanceJob::prop_instance_exit_tree);
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BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_NORMAL);
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BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PROCESS);
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BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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