pandemonium_engine/modules/props/prop_instance_job.h

71 lines
1.4 KiB
C++

#ifndef PROP_INSTANCE_JOB
#define PROP_INSTANCE_JOB
#include "scene/resources/texture.h"
#include "core/os/thread_pool_job.h"
class PropData;
class PropInstance;
class PropInstanceJob : public ThreadPoolJob {
GDCLASS(PropInstanceJob, ThreadPoolJob);
public:
static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
enum ActiveBuildPhaseType {
BUILD_PHASE_TYPE_NORMAL = 0,
BUILD_PHASE_TYPE_PROCESS,
BUILD_PHASE_TYPE_PHYSICS_PROCESS,
};
public:
ActiveBuildPhaseType get_build_phase_type();
void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type);
void set_prop(const Ref<PropData> &prop);
void set_prop_instance(PropInstance *instance);
void set_prop_instance_bind(Node *instance);
int get_phase();
void set_phase(const int phase);
void next_phase();
bool get_build_done();
void set_build_done(const bool val);
void finished();
void reset();
virtual void _reset();
void _execute();
void execute_phase();
virtual void _execute_phase();
void process(const float delta);
void physics_process(const float delta);
void prop_instance_enter_tree();
void prop_instance_exit_tree();
PropInstanceJob();
~PropInstanceJob();
protected:
static void _bind_methods();
ActiveBuildPhaseType _build_phase_type;
bool _build_done;
int _phase;
bool _in_tree;
Ref<PropData> _prop;
PropInstance *_instance;
};
VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType);
#endif