#ifndef RENDERING_SERVER_CALLBACKS_H
#define RENDERING_SERVER_CALLBACKS_H
/*************************************************************************/
/*  rendering_server_callbacks.h                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* 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 */
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/*                                                                       */
/* 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,       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/

#include "core/containers/local_vector.h"
#include "core/object/object_id.h"
#include "core/os/mutex.h"

class RenderingServerCallbacks {
public:
	enum CallbackType {
		CALLBACK_NOTIFICATION_ENTER_GAMEPLAY,
		CALLBACK_NOTIFICATION_EXIT_GAMEPLAY,
		CALLBACK_SIGNAL_ENTER_GAMEPLAY,
		CALLBACK_SIGNAL_EXIT_GAMEPLAY,
	};

	struct Message {
		CallbackType type;
		ObjectID object_id;
	};

	void lock();
	void unlock();
	void flush();

	void push_message(const Message &p_message) { messages.push_back(p_message); }
	int32_t get_num_messages() const { return messages.size(); }
	const Message &get_message(int p_index) const { return messages[p_index]; }
	void clear() { messages.clear(); }

private:
	LocalVector<Message, int32_t> messages;
	Mutex mutex;
};

#endif // RENDERING_SERVER_CALLBACKS_H
