pandemonium_engine_minimal/scene/main/scene_tree.cpp

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/*************************************************************************/
/* scene_tree.cpp */
/*************************************************************************/
/* 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 */
/* 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 "scene_tree.h"
#include "core/input/shortcut.h"
#include "core/io/marshalls.h"
#include "core/io/resource_loader.h"
#include "core/object/message_queue.h"
#include "core/os/dir_access.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/os/thread_pool.h"
#include "core/string/print_string.h"
#include "core/variant/variant_parser.h"
#include "main/input_default.h"
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#include "modules/modules_enabled.gen.h" // For freetype.
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#include "node.h"
#include "scene/animation/scene_tree_tween.h"
#include "scene/debugger/script_debugger_remote.h"
#include "scene/main/control.h"
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#include "scene/main/scene_string_names.h"
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#include "scene/resources/font/dynamic_font.h"
#include "scene/resources/material/material.h"
#include "scene/resources/material/shader_material.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/packed_scene.h"
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#include "scene/resources/world_2d.h"
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#include "servers/audio_server.h"
#include "servers/navigation_server.h"
#include "servers/physics_2d_server.h"
#include "viewport.h"
#include <stdio.h>
#include <stdlib.h>
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(float p_time) {
time_left = p_time;
}
float SceneTreeTimer::get_time_left() const {
return time_left;
}
void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
process_pause = p_pause_mode_process;
}
bool SceneTreeTimer::is_pause_mode_process() {
return process_pause;
}
void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
ignore_time_scale = p_ignore;
}
bool SceneTreeTimer::is_ignore_time_scale() {
return ignore_time_scale;
}
void SceneTreeTimer::release_connections() {
List<Connection> connections;
get_all_signal_connections(&connections);
for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
Connection const &connection = E->get();
disconnect(connection.signal, connection.target, connection.method);
}
}
SceneTreeTimer::SceneTreeTimer() {
time_left = 0;
process_pause = true;
}
void SceneTree::tree_changed() {
tree_version++;
emit_signal(tree_changed_name);
}
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
}
void SceneTree::node_removed(Node *p_node) {
// Nodes can only be removed from the main thread.
if (current_scene == p_node) {
current_scene = nullptr;
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0) {
call_skip.insert(p_node);
}
}
void SceneTree::node_renamed(Node *p_node) {
emit_signal(node_renamed_name, p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + ".");
E->get().nodes.push_back(p_node);
//E->get().last_tree_version=0;
E->get().changed = true;
return &E->get();
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->get().nodes.erase(p_node);
if (E->get().nodes.empty()) {
group_map.erase(E);
}
}
void SceneTree::make_group_changed(const StringName &p_group) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (E) {
E->get().changed = true;
}
}
void SceneTree::flush_transform_notifications() {
_THREAD_SAFE_METHOD_
SelfList<Node> *n = xform_change_list.first();
while (n) {
Node *node = n->self();
SelfList<Node> *nx = n->next();
xform_change_list.remove(n);
n = nx;
node->notification(NOTIFICATION_TRANSFORM_CHANGED);
}
}
void SceneTree::_flush_ugc() {
ugc_locked = true;
while (unique_group_calls.size()) {
RBMap<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < E->get().size(); i++) {
v[i] = E->get()[i];
}
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
unique_group_calls.erase(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
if (!g.changed) {
return;
}
if (g.nodes.empty()) {
return;
}
Node **nodes = g.nodes.ptrw();
int node_count = g.nodes.size();
if (p_use_priority) {
SortArray<Node *, Node::ComparatorWithPriority> node_sort;
node_sort.sort(nodes, node_count);
} else {
SortArray<Node *, Node::Comparator> node_sort;
node_sort.sort(nodes, node_count);
}
g.changed = false;
}
void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug)) {
return;
}
VARIANT_ARGPTRS;
Vector<Variant> args;
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
if (argptr[i]->get_type() == Variant::NIL) {
break;
}
args.push_back(*argptr[i]);
}
unique_group_calls[ug] = args;
return;
}
_update_group_order(g);
nodes_copy = g.nodes;
}
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL) {
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
} else {
nodes[i]->call(p_function, VARIANT_ARG_PASS);
}
} else {
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL) {
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
} else {
nodes[i]->call(p_function, VARIANT_ARG_PASS);
}
} else {
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
nodes_copy = g.nodes;
}
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->notification(p_notification);
} else {
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
nodes_copy = g.nodes;
}
Node **nodes = nodes_copy.ptrw();
int node_count = nodes_copy.size();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i])) {
continue;
}
if (p_call_flags & GROUP_CALL_REALTIME) {
nodes[i]->set(p_name, p_value);
} else {
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS);
}
void SceneTree::notify_group(const StringName &p_group, int p_notification) {
notify_group_flags(0, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(0, p_group, p_name, p_value);
}
void SceneTree::set_input_as_handled() {
input_handled = true;
}
void SceneTree::input_text(const String &p_text) {
root_lock++;
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
root_lock--;
}
bool SceneTree::is_input_handled() {
return input_handled;
}
void SceneTree::input_event(const Ref<InputEvent> &p_event) {
if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_event.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_event))) {
return; //avoid joy input on editor
}
current_event++;
root_lock++;
input_handled = false;
// Don't make const ref unless you can find and fix what caused GH-34691.
Ref<InputEvent> ev = p_event;
MainLoop::input_event(ev);
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
// Quit from game window using the stop shortcut (F8 by default).
// The custom shortcut is provided via environment variable when running from the editor.
if (debugger_stop_shortcut.is_null()) {
String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
if (!shortcut_str.empty()) {
Variant shortcut_var;
VariantParser::StreamString ss;
ss.s = shortcut_str;
String errs;
int line;
VariantParser::parse(&ss, shortcut_var, errs, line);
debugger_stop_shortcut = shortcut_var;
}
if (debugger_stop_shortcut.is_null()) {
// Define a default shortcut if it wasn't provided or is invalid.
Ref<InputEventKey> ie;
ie.instance();
ie->set_scancode(KEY_F8);
ie->set_unicode(KEY_F8);
debugger_stop_shortcut.instance();
debugger_stop_shortcut->set_shortcut(ie);
}
}
Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->is_shortcut(k)) {
ScriptDebugger::get_singleton()->request_quit();
}
}
_flush_ugc();
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
if (!input_handled) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
_flush_ugc();
// input_handled = true; - no reason to set this as handled
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
// input_handled = true; - no reason to set this as handled
root_lock--;
}
_call_idle_callbacks();
}
void SceneTree::init() {
ERR_FAIL_COND(!root);
initialized = true;
root->_set_tree(this);
MainLoop::init();
}
void SceneTree::iteration_prepare() {
}
bool SceneTree::iteration(float p_time) {
root_lock++;
current_frame++;
flush_transform_notifications();
MainLoop::iteration(p_time);
physics_process_time = p_time;
emit_signal("physics_frame");
// Trigger ProcessGroups processing
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "trigger_physics_process");
_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
if (GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking", true);
}
_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
// Wait for all ProcessGroups to finish
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "wait_physics_process");
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
process_tweens(p_time, true);
flush_transform_notifications();
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
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void SceneTree::iteration_end() {
}
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void SceneTree::_update_font_oversampling(float p_ratio) {
#ifdef MODULE_FREETYPE_ENABLED
if (use_font_oversampling) {
DynamicFontAtSize::font_oversampling = p_ratio;
DynamicFont::update_oversampling();
}
#endif // MODULE_FREETYPE_ENABLED
}
bool SceneTree::idle(float p_time) {
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
//print_line("node count: "+itos(get_node_count()));
//print_line("TEXTURE RAM: "+itos(RS::get_singleton()->get_render_info(RS::INFO_TEXTURE_MEM_USED)));
root_lock++;
MainLoop::idle(p_time);
idle_process_time = p_time;
if (multiplayer_poll) {
multiplayer->poll();
}
ThreadPool::get_singleton()->update();
emit_signal("idle_frame");
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
// Trigger ProcessGroups processing
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "trigger_process");
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
// Wait for all ProcessGroups to finish
call_group_flags(GROUP_CALL_REALTIME, "_pg_process", "wait_process");
Size2 win_size = OS::get_singleton()->get_window_size();
if (win_size != last_screen_size) {
last_screen_size = win_size;
_update_root_rect();
emit_signal("screen_resized");
}
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
//go through timers
{
_THREAD_SAFE_METHOD_
List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer>>::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
continue;
}
float time_left = E->get()->get_time_left();
if (E->get()->is_ignore_time_scale()) {
time_left -= Engine::get_singleton()->get_idle_frame_step();
} else {
time_left -= p_time;
}
E->get()->set_time_left(time_left);
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
if (E == L) {
break; //break on last, so if new timers were added during list traversal, ignore them.
}
E = N;
}
}
process_tweens(p_time, false);
flush_transform_notifications(); //additional transforms after timers update
_call_idle_callbacks();
ProjectSettings::get_singleton()->update();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment3D> fallback = get_root()->get_world_3d()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (env_path != String()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
}
} else {
fallback.unref();
}
get_root()->get_world_3d()->set_fallback_environment(fallback);
}
}
#endif
return _quit;
}
void SceneTree::process_tweens(float p_delta, bool p_physics) {
_THREAD_SAFE_METHOD_
// This methods works similarly to how SceneTreeTimers are handled.
List<Ref<SceneTreeTween>>::Element *L = tweens.back();
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E;) {
List<Ref<SceneTreeTween>>::Element *N = E->next();
// Don't process if paused or process mode doesn't match.
if (!E->get()->can_process(pause) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
if (E == L) {
break;
}
E = N;
continue;
}
if (!E->get()->step(p_delta)) {
E->get()->clear();
tweens.erase(E);
}
if (E == L) {
break;
}
E = N;
}
}
void SceneTree::finish() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finish();
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_branch(true);
memdelete(root); //delete root
root = nullptr;
}
// In case deletion of some objects was queued when destructing the `root`.
// E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
_flush_delete_queue();
// Cleanup timers.
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E; E = E->next()) {
E->get()->release_connections();
}
timers.clear();
// Cleanup tweens.
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E; E = E->next()) {
E->get()->clear();
}
tweens.clear();
}
void SceneTree::quit(int p_exit_code) {
_THREAD_SAFE_METHOD_
if (p_exit_code >= 0) {
// Override the exit code if a positive argument is given (the default is `-1`).
// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
OS::get_singleton()->set_exit_code(p_exit_code);
} else if (!OS::get_singleton()->is_custom_exit_code()) {
// Must customize exit code, otherwise it will default to a non-zero value
OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
}
_quit = true;
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_WM_QUIT_REQUEST: {
get_root()->propagate_notification(p_notification);
if (accept_quit) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_GO_BACK_REQUEST: {
get_root()->propagate_notification(p_notification);
if (quit_on_go_back) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_FOCUS_IN: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_FOCUS_LOSS, false);
InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
if (id) {
id->ensure_touch_mouse_raised();
}
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_WM_FOCUS_OUT: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_FOCUS_LOSS, true);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_APP_PAUSED: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_PAUSED, true);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_APP_RESUMED: {
AudioDriverManager::set_mute_flag(AudioDriverManager::MUTE_FLAG_PAUSED, false);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
if (!Engine::get_singleton()->is_editor_hint()) {
get_root()->propagate_notification(p_notification);
}
} break;
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_OS_IME_UPDATE:
case NOTIFICATION_WM_MOUSE_ENTER:
case NOTIFICATION_WM_MOUSE_EXIT:
case NOTIFICATION_WM_ABOUT:
case NOTIFICATION_CRASH: {
get_root()->propagate_notification(p_notification);
} break;
default:
break;
};
};
bool SceneTree::is_auto_accept_quit() const {
return accept_quit;
}
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
bool SceneTree::is_quit_on_go_back() const {
return quit_on_go_back;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef DEBUG_ENABLED
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
return debug_collisions_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
return debug_navigation_hint;
}
void SceneTree::set_debug_paths_hint(bool p_enabled) {
debug_paths_hint = p_enabled;
}
bool SceneTree::is_debugging_paths_hint() const {
return debug_paths_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
return debug_collision_contact_color;
}
void SceneTree::set_debug_paths_color(const Color &p_color) {
debug_paths_color = p_color;
}
Color SceneTree::get_debug_paths_color() const {
return debug_paths_color;
}
void SceneTree::set_debug_paths_width(float p_width) {
debug_paths_width = p_width;
}
float SceneTree::get_debug_paths_width() const {
return debug_paths_width;
}
Ref<Material> SceneTree::get_debug_paths_material() {
if (debug_paths_material.is_valid()) {
return debug_paths_material;
}
return debug_paths_material;
}
Ref<Material> SceneTree::get_debug_collision_material() {
_THREAD_SAFE_METHOD_
if (collision_material.is_valid()) {
return collision_material;
}
return collision_material;
}
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
_THREAD_SAFE_METHOD_
if (debug_contact_mesh.is_valid()) {
return debug_contact_mesh;
}
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
/* clang-format off */
int diamond_faces[8 * 3] = {
0, 2, 4,
0, 3, 4,
1, 2, 4,
1, 3, 4,
0, 2, 5,
0, 3, 5,
1, 2, 5,
1, 3, 5,
};
/* clang-format on */
PoolVector<int> indices;
for (int i = 0; i < 8 * 3; i++) {
indices.push_back(diamond_faces[i]);
}
PoolVector<Vector3> vertices;
for (int i = 0; i < 6; i++) {
vertices.push_back(diamond[i] * 0.1);
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = vertices;
arr[Mesh::ARRAY_INDEX] = indices;
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
return debug_contact_mesh;
}
void SceneTree::set_pause(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Pause can only be set from the main thread.");
if (p_enabled == pause) {
return;
}
pause = p_enabled;
Physics2DServer::get_singleton()->set_active(!p_enabled);
if (get_root()) {
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
}
}
bool SceneTree::is_paused() const {
return pause;
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
nodes_copy = g.nodes;
}
int node_count = nodes_copy.size();
Node **nodes = nodes_copy.ptrw();
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
for (int i = 0; i < node_count; i++) {
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
if (!n->can_process_notification(p_notification)) {
continue;
}
n->notification(p_notification);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
/*
void SceneMainLoop::_update_listener_2d() {
if (listener_2d.is_valid()) {
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
}
}
*/
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 3, Variant());
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING_NAME && p_args[2]->get_type() != Variant::STRING, Variant());
int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 3, VARIANT_ARG_MAX); i++) {
v[i] = *p_args[i + 3];
}
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
return Variant();
}
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 2, Variant());
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING_NAME && p_args[0]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING_NAME && p_args[1]->get_type() != Variant::STRING, Variant());
StringName group = *p_args[0];
StringName method = *p_args[1];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
v[i] = *p_args[i + 2];
}
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
void SceneTree::_call_input_pause(const StringName &p_group, const CallInputType p_call_type, const Ref<InputEvent> &p_input) {
Vector<Node *> nodes_copy;
{
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
Group &g = E->get();
if (g.nodes.empty()) {
return;
}
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
nodes_copy = g.nodes;
}
int node_count = nodes_copy.size();
Node **nodes = nodes_copy.ptrw();
Variant arg = p_input;
const Variant *v[1] = { &arg };
_THREAD_SAFE_LOCK_
call_lock++;
_THREAD_SAFE_UNLOCK_
StringName method;
switch (p_call_type) {
case CALL_INPUT_TYPE_INPUT:
method = SceneStringNames::get_singleton()->_input;
break;
case CALL_INPUT_TYPE_SHORTCUT_INPUT:
method = SceneStringNames::get_singleton()->_shortcut_input;
break;
case CALL_INPUT_TYPE_UNHANDLED_INPUT:
method = SceneStringNames::get_singleton()->_unhandled_input;
break;
case CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT:
method = SceneStringNames::get_singleton()->_unhandled_key_input;
break;
}
if (p_call_type != CALL_INPUT_TYPE_SHORTCUT_INPUT) {
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled) {
break;
}
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
n->call_multilevel(method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
} else {
Vector<Node *> no_context_nodes;
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled) {
break;
}
Node *n = nodes[i];
if (call_lock && call_skip.has(n)) {
continue;
}
if (!n->can_process()) {
continue;
}
const Control *c = Object::cast_to<Control>(n);
if (c) {
// If calling shortcut input on a control, ensure it respects the shortcut context.
// Shortcut context (based on focus) only makes sense for controls (UI), so don't need to worry about it for nodes
if (c->get_shortcut_context() == NULL) {
no_context_nodes.push_back(n);
continue;
}
if (!c->is_focus_owner_in_shortcut_context()) {
continue;
}
}
n->call_multilevel(method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
int ncns = no_context_nodes.size();
for (int i = 0; i < ncns; ++i) {
if (input_handled) {
break;
}
Node *n = no_context_nodes[i];
n->call_multilevel(method, (const Variant **)v, 1);
}
}
_THREAD_SAFE_LOCK_
call_lock--;
if (call_lock == 0) {
call_skip.clear();
}
_THREAD_SAFE_UNLOCK_
}
int64_t SceneTree::get_frame() const {
return current_frame;
}
int64_t SceneTree::get_event_count() const {
return current_event;
}
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
Array ret;
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return ret;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return ret;
}
ret.resize(nc);
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
return ret;
}
bool SceneTree::has_group(const StringName &p_identifier) const {
_THREAD_SAFE_METHOD_
return group_map.has(p_identifier);
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return;
}
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
_THREAD_SAFE_METHOD_
RBMap<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
return NULL;
}
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0) {
return NULL;
}
return E->get().nodes[0];
}
void SceneTree::_flush_delete_queue() {
_THREAD_SAFE_METHOD_
// Sorting the delete queue by child count (in respect to their parent)
// is an optimization because nodes benefit immensely from being deleted
// in reverse order to their child count. This is partly due to ordered_remove(), and partly
// due to notifications being sent to children that are moved, further in the child list.
struct ObjectIDComparator {
_FORCE_INLINE_ bool operator()(const DeleteQueueElement &p, const DeleteQueueElement &q) const {
return (p.child_list_id > q.child_list_id);
}
};
delete_queue.sort_custom<ObjectIDComparator>();
for (uint32_t e = 0; e < delete_queue.size(); e++) {
ObjectID id = delete_queue[e].id;
Object *obj = ObjectDB::get_instance(id);
if (obj) {
memdelete(obj);
}
}
delete_queue.clear();
}
void SceneTree::queue_delete(Object *p_object) {
_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_object);
// Guard against the user queueing multiple times,
// which is unnecessary.
if (p_object->is_queued_for_deletion()) {
return;
}
p_object->_is_queued_for_deletion = true;
DeleteQueueElement e;
e.id = p_object->get_instance_id();
// Storing the list id within the parent allows us
// to sort the delete queue in reverse for more efficient
// deletion.
// Note that data.pos could alternatively be read during flush_delete_queue(),
// however reading it here avoids an extra lookup, and should be correct in most cases.
// And worst case if the child_list_id changes in the meantime, it will still work, it may just
// be slightly slower.
const Node *node = Object::cast_to<Node>(p_object);
if (node) {
e.child_list_id = node->data.pos;
// Have some grouping by parent object ID,
// so that children tend to be deleted together.
// This should be more cache friendly.
if (node->data.parent) {
ObjectID parent_id = node->data.parent->get_instance_id();
// Use a prime number to combine the group with the child id.
// Provided there are less than the prime number children in a node,
// there will be no collisions. Even if there are collisions, it is no problem.
uint32_t group = parent_id * 937;
// Rollover the group, we never want the group + the child id
// to overflow 31 bits
group &= ~(0b111 << 29);
e.child_list_id += (int32_t)group;
}
} else {
// For non-nodes, there is no point in sorting them.
e.child_list_id = -2;
}
delete_queue.push_back(e);
}
int SceneTree::get_node_count() const {
return node_count;
}
void SceneTree::_update_root_rect() {
if (stretch_mode == STRETCH_MODE_DISABLED) {
_update_font_oversampling(stretch_scale);
root->set_size(last_screen_size.floor());
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (last_screen_size / stretch_scale).floor());
root->update_canvas_items();
return; //user will take care
}
//actual screen video mode
Size2 video_mode = OS::get_singleton()->get_window_size();
Size2 desired_res = stretch_min;
Size2 viewport_size;
Size2 screen_size;
float viewport_aspect = desired_res.aspect();
float video_mode_aspect = video_mode.aspect();
if (stretch_aspect == STRETCH_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) {
//same aspect or ignore aspect
viewport_size = desired_res;
screen_size = video_mode;
} else if (viewport_aspect < video_mode_aspect) {
// screen ratio is smaller vertically
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.y * video_mode_aspect;
viewport_size.y = desired_res.y;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.y * viewport_aspect;
screen_size.y = video_mode.y;
}
} else {
//screen ratio is smaller horizontally
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.x;
viewport_size.y = desired_res.x / video_mode_aspect;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.x;
screen_size.y = video_mode.x / viewport_aspect;
}
}
screen_size = screen_size.floor();
viewport_size = viewport_size.floor();
Size2 margin;
Size2 offset;
//black bars and margin
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
RenderingServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
RenderingServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
} else {
RenderingServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
}
switch (stretch_mode) {
case STRETCH_MODE_DISABLED: {
// Already handled above
} break;
case STRETCH_MODE_2D: {
_update_font_oversampling((screen_size.x / viewport_size.x) * stretch_scale); //screen / viewport ratio drives oversampling
root->set_size(screen_size.floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (viewport_size / stretch_scale).floor());
root->update_canvas_items(); //force them to update just in case
} break;
case STRETCH_MODE_VIEWPORT: {
_update_font_oversampling(1.0);
root->set_size((viewport_size / stretch_scale).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
root->update_canvas_items(); //force them to update just in case
} break;
}
}
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_scale) {
stretch_mode = p_mode;
stretch_aspect = p_aspect;
stretch_min = p_minsize;
stretch_scale = p_scale;
_update_root_rect();
}
void SceneTree::set_current_scene(Node *p_scene) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
current_scene = p_scene;
}
Node *SceneTree::get_current_scene() const {
return current_scene;
}
void SceneTree::_change_scene(Node *p_to) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Changing scene can only be done from the main thread.");
if (current_scene) {
memdelete(current_scene);
current_scene = nullptr;
}
// If we're quitting, abort.
if (unlikely(_quit)) {
if (p_to) { // Prevent memory leak.
memdelete(p_to);
}
return;
}
if (p_to) {
current_scene = p_to;
root->add_child(p_to);
}
}
Error SceneTree::change_scene(const String &p_path) {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Changing scene can only be done from the main thread.");
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
if (new_scene.is_null()) {
return ERR_CANT_OPEN;
}
return change_scene_to(new_scene);
}
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
Node *new_scene = nullptr;
if (p_scene.is_valid()) {
new_scene = p_scene->instance();
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
}
call_deferred("_change_scene", new_scene);
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), ERR_INVALID_PARAMETER, "Reloading scene can only be done from the main thread.");
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_filename();
return change_scene(fname);
}
void SceneTree::add_current_scene(Node *p_current) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Adding a current scene can only be done from the main thread.");
current_scene = p_current;
root->add_child(p_current);
}
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
emit_signal("files_dropped", p_files, p_from_screen);
MainLoop::drop_files(p_files, p_from_screen);
}
void SceneTree::global_menu_action(const Variant &p_id, const Variant &p_meta) {
emit_signal("global_menu_action", p_id, p_meta);
MainLoop::global_menu_action(p_id, p_meta);
}
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
_THREAD_SAFE_METHOD_
Ref<SceneTreeTimer> stt;
stt.instance();
stt->set_pause_mode_process(p_process_pause);
stt->set_time_left(p_delay_sec);
timers.push_back(stt);
return stt;
}
Ref<SceneTreeTween> SceneTree::create_tween() {
_THREAD_SAFE_METHOD_
Ref<SceneTreeTween> tween = memnew(SceneTreeTween(true));
tweens.push_back(tween);
return tween;
}
Array SceneTree::get_processed_tweens() {
_THREAD_SAFE_METHOD_
Array ret;
ret.resize(tweens.size());
for (int i = 0; i < tweens.size(); i++) {
ret[i] = tweens[i];
}
return ret;
}
void SceneTree::_network_peer_connected(int p_id) {
emit_signal("network_peer_connected", p_id);
}
void SceneTree::_network_peer_disconnected(int p_id) {
emit_signal("network_peer_disconnected", p_id);
}
void SceneTree::_connected_to_server() {
emit_signal("connected_to_server");
}
void SceneTree::_connection_failed() {
emit_signal("connection_failed");
}
void SceneTree::_server_disconnected() {
emit_signal("server_disconnected");
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<MultiplayerAPI>(), "Multiplayer can only be manipulated from the main thread.");
return multiplayer;
}
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer_poll = p_enabled;
}
bool SceneTree::is_multiplayer_poll_enabled() const {
return multiplayer_poll;
}
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
ERR_FAIL_COND(!p_multiplayer.is_valid());
if (multiplayer.is_valid()) {
multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected");
multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->disconnect("connected_to_server", this, "_connected_to_server");
multiplayer->disconnect("connection_failed", this, "_connection_failed");
multiplayer->disconnect("server_disconnected", this, "_server_disconnected");
}
multiplayer = p_multiplayer;
multiplayer->set_root_node(root);
multiplayer->connect("network_peer_connected", this, "_network_peer_connected");
multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer->connect("connected_to_server", this, "_connected_to_server");
multiplayer->connect("connection_failed", this, "_connection_failed");
multiplayer->connect("server_disconnected", this, "_server_disconnected");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer->set_network_peer(p_network_peer);
}
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
ERR_FAIL_COND_V_MSG(!Thread::is_main_thread(), Ref<NetworkedMultiplayerPeer>(), "Multiplayer can only be manipulated from the main thread.");
return multiplayer->get_network_peer();
}
bool SceneTree::is_network_server() const {
return multiplayer->is_network_server();
}
bool SceneTree::has_network_peer() const {
return multiplayer->has_network_peer();
}
int SceneTree::get_network_unique_id() const {
return multiplayer->get_network_unique_id();
}
Vector<int> SceneTree::get_network_connected_peers() const {
return multiplayer->get_network_connected_peers();
}
int SceneTree::get_rpc_sender_id() const {
return multiplayer->get_rpc_sender_id();
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Multiplayer can only be manipulated from the main thread.");
multiplayer->set_refuse_new_network_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
return multiplayer->is_refusing_new_network_connections();
}
void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
ClassDB::bind_method(D_METHOD("set_debug_paths_hint", "enable"), &SceneTree::set_debug_paths_hint);
ClassDB::bind_method(D_METHOD("is_debugging_paths_hint"), &SceneTree::is_debugging_paths_hint);
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "scale"), &SceneTree::set_screen_stretch, DEFVAL(1));
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
MethodInfo mi;
mi.name = "call_group_flags";
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING_NAME, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("get_first_node_in_group", "group"), &SceneTree::get_first_node_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling);
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_paths_hint"), "set_debug_paths_hint", "is_debugging_paths_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("screen_resized"));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
ADD_SIGNAL(MethodInfo("idle_frame"));
ADD_SIGNAL(MethodInfo("physics_frame"));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
ADD_SIGNAL(MethodInfo("global_menu_action",
PropertyInfo(Variant::NIL, "id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT),
PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED);
BIND_ENUM_CONSTANT(STRETCH_MODE_2D);
BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND);
}
SceneTree *SceneTree::singleton = nullptr;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
for (int i = 0; i < idle_callback_count; i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++] = p_callback;
}
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
ERR_FAIL_COND_MSG(!Thread::is_main_thread(), "Font Oversampling can only be set from the main thread.");
if (use_font_oversampling == p_oversampling) {
return;
}
use_font_oversampling = p_oversampling;
_update_root_rect();
}
bool SceneTree::is_using_font_oversampling() const {
return use_font_oversampling;
}
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const {
if (p_function == "change_scene") {
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
List<String> directories;
directories.push_back(dir_access->get_current_dir());
while (!directories.empty()) {
dir_access->change_dir(directories.back()->get());
directories.pop_back();
dir_access->list_dir_begin();
String filename = dir_access->get_next();
while (filename != "") {
if (filename == "." || filename == "..") {
filename = dir_access->get_next();
continue;
}
if (dir_access->dir_exists(filename)) {
directories.push_back(dir_access->get_current_dir().plus_file(filename));
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\"");
}
filename = dir_access->get_next();
}
}
}
}
SceneTree::SceneTree() {
if (singleton == nullptr) {
singleton = this;
}
_quit = false;
accept_quit = true;
quit_on_go_back = true;
initialized = false;
use_font_oversampling = false;
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
debug_paths_hint = false;
#endif
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
tree_version = 1;
physics_process_time = 0.f;
idle_process_time = 0.f;
root = nullptr;
input_handled = false;
pause = false;
current_frame = 0;
current_event = 0;
tree_changed_name = "tree_changed";
node_added_name = "node_added";
node_removed_name = "node_removed";
node_renamed_name = "node_renamed";
ugc_locked = false;
call_lock = 0;
root_lock = 0;
node_count = 0;
//create with mainloop
root = memnew(Viewport);
root->set_name("root");
root->set_handle_input_locally(false);
// Initialize network state
multiplayer_poll = true;
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
root->set_as_audio_listener_2d(true);
current_scene = nullptr;
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
const bool use_fxaa = GLOBAL_DEF("rendering/quality/filters/use_fxaa", false);
root->set_use_fxaa(use_fxaa);
const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false);
root->set_use_debanding(use_debanding);
const float sharpen_intensity = GLOBAL_GET("rendering/quality/filters/sharpen_intensity");
root->set_sharpen_intensity(sharpen_intensity);
GLOBAL_DEF("rendering/quality/depth/hdr", true);
GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
const bool hdr = GLOBAL_GET("rendering/quality/depth/hdr");
root->set_hdr(hdr);
GLOBAL_DEF("rendering/quality/depth/use_32_bpc_depth", false);
const bool use_32_bpc_depth = GLOBAL_GET("rendering/quality/depth/use_32_bpc_depth");
root->set_use_32_bpc_depth(use_32_bpc_depth);
stretch_mode = STRETCH_MODE_DISABLED;
stretch_aspect = STRETCH_ASPECT_IGNORE;
stretch_scale = 1.0;
last_screen_size = OS::get_singleton()->get_window_size();
_update_root_rect();
if (ScriptDebugger::get_singleton()) {
if (ScriptDebugger::get_singleton()->is_remote()) {
ScriptDebuggerRemote *remote_debugger = static_cast<ScriptDebuggerRemote *>(ScriptDebugger::get_singleton());
remote_debugger->set_scene_tree(this);
}
ScriptDebugger::get_singleton()->set_multiplayer(multiplayer);
}
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
}
SceneTree::~SceneTree() {
if (root) {
root->_set_tree(nullptr);
root->_propagate_after_exit_branch(true);
memdelete(root);
}
if (singleton == this) {
singleton = nullptr;
}
}