pandemonium_engine/modules/props_2d/prop_2d_instance_job.cpp

185 lines
6.5 KiB
C++

/*************************************************************************/
/* 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<Prop2DData> &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<Prop2DInstance>(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);
}