mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 08:57:34 +01:00
151 lines
3.5 KiB
C++
151 lines
3.5 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_INSTANCE_JOB
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#define PROP_INSTANCE_JOB
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#include "scene/resources/texture.h"
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#if THREAD_POOL_PRESENT
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#include "../thread_pool/thread_pool_job.h"
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#else
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/reference.h"
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#define Texture Texture2D
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#else
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#include "core/reference.h"
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#endif
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#endif
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class PropData;
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class PropInstance;
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#if THREAD_POOL_PRESENT
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class PropInstanceJob : public ThreadPoolJob {
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GDCLASS(PropInstanceJob, ThreadPoolJob);
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#else
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class PropInstanceJob : public Reference {
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GDCLASS(PropInstanceJob, Reference);
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#endif
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public:
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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public:
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ActiveBuildPhaseType get_build_phase_type();
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void set_build_phase_type(PropInstanceJob::ActiveBuildPhaseType build_phase_type);
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void set_prop(const Ref<PropData> &prop);
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void set_prop_instance(PropInstance *instance);
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void set_prop_instance_bind(Node *instance);
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int get_phase();
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void set_phase(const int phase);
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void next_phase();
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bool get_build_done();
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void set_build_done(const bool val);
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void finished();
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void reset();
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virtual void _reset();
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void _execute();
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void execute_phase();
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virtual void _execute_phase();
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void process(const float delta);
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void physics_process(const float delta);
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void prop_instance_enter_tree();
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void prop_instance_exit_tree();
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PropInstanceJob();
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~PropInstanceJob();
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protected:
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static void _bind_methods();
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ActiveBuildPhaseType _build_phase_type;
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bool _build_done;
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int _phase;
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bool _in_tree;
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Ref<PropData> _prop;
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PropInstance *_instance;
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public:
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#if !THREAD_POOL_PRESENT
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bool get_complete() const;
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void set_complete(const bool value);
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bool get_cancelled() const;
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void set_cancelled(const bool value);
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float get_max_allocated_time() const;
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void set_max_allocated_time(const float value);
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int get_start_time() const;
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void set_start_time(const int value);
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int get_current_run_stage() const;
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void set_current_run_stage(const int value);
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int get_stage() const;
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void set_stage(const int value);
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void reset_stages();
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float get_current_execution_time();
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bool should_do(const bool just_check = false);
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bool should_return();
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void execute();
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private:
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bool _complete;
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bool _cancelled;
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float _max_allocated_time;
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uint64_t _start_time;
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int _current_run_stage;
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int _stage;
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#endif
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};
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VARIANT_ENUM_CAST(PropInstanceJob::ActiveBuildPhaseType);
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#endif
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