pandemonium_engine_minimal/scene/main/scene_tree.h

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2023-12-14 21:54:22 +01:00
#ifndef SCENE_MAIN_LOOP_H
#define SCENE_MAIN_LOOP_H
/*************************************************************************/
/* scene_tree.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 */
/* 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 "core/containers/self_list.h"
#include "core/io/multiplayer_api.h"
#include "core/os/main_loop.h"
#include "core/os/thread_safe.h"
class PackedScene;
class Node;
class SceneTreeTween;
class ShortCut;
class Viewport;
class Material;
class Mesh;
class ArrayMesh;
class SceneTreeTimer : public Reference {
GDCLASS(SceneTreeTimer, Reference);
float time_left;
bool process_pause;
bool ignore_time_scale = false;
protected:
static void _bind_methods();
public:
void set_time_left(float p_time);
float get_time_left() const;
void set_pause_mode_process(bool p_pause_mode_process);
bool is_pause_mode_process();
void set_ignore_time_scale(bool p_ignore);
bool is_ignore_time_scale();
void release_connections();
SceneTreeTimer();
};
class SceneTree : public MainLoop {
_THREAD_SAFE_CLASS_
GDCLASS(SceneTree, MainLoop);
public:
typedef void (*IdleCallback)();
enum StretchMode {
STRETCH_MODE_DISABLED,
STRETCH_MODE_2D,
STRETCH_MODE_VIEWPORT,
};
enum StretchAspect {
STRETCH_ASPECT_IGNORE,
STRETCH_ASPECT_KEEP,
STRETCH_ASPECT_KEEP_WIDTH,
STRETCH_ASPECT_KEEP_HEIGHT,
STRETCH_ASPECT_EXPAND,
};
private:
struct Group {
Vector<Node *> nodes;
//uint64_t last_tree_version;
bool changed;
Group() { changed = false; };
};
Viewport *root;
uint64_t tree_version;
float physics_process_time;
float idle_process_time;
bool accept_quit;
bool quit_on_go_back;
#ifdef DEBUG_ENABLED
bool debug_collisions_hint;
bool debug_navigation_hint;
bool debug_paths_hint;
#endif
bool pause;
int root_lock;
RBMap<StringName, Group> group_map;
bool _quit;
bool initialized;
bool input_handled;
bool _physics_interpolation_enabled;
Size2 last_screen_size;
StringName tree_changed_name;
StringName node_added_name;
StringName node_removed_name;
StringName node_renamed_name;
bool use_font_oversampling;
int64_t current_frame;
int64_t current_event;
int node_count;
struct UGCall {
StringName group;
StringName call;
bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
};
//safety for when a node is deleted while a group is being called
int call_lock;
RBSet<Node *> call_skip; //skip erased nodes
StretchMode stretch_mode;
StretchAspect stretch_aspect;
Size2i stretch_min;
real_t stretch_scale;
void _update_font_oversampling(float p_ratio);
void _update_root_rect();
struct DeleteQueueElement {
ObjectID id;
int32_t child_list_id;
};
LocalVector<DeleteQueueElement> delete_queue;
RBMap<UGCall, Vector<Variant>> unique_group_calls;
bool ugc_locked;
void _flush_ugc();
_FORCE_INLINE_ void _update_group_order(Group &g, bool p_use_priority = false);
Array _get_nodes_in_group(const StringName &p_group);
Node *current_scene;
Color debug_collisions_color;
Color debug_collision_contact_color;
Color debug_paths_color;
float debug_paths_width = 1.0f;
Ref<ArrayMesh> debug_contact_mesh;
Ref<Material> debug_paths_material;
Ref<Material> collision_material;
int collision_debug_contacts;
void _change_scene(Node *p_to);
//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
List<Ref<SceneTreeTimer>> timers;
List<Ref<SceneTreeTween>> tweens;
///network///
Ref<MultiplayerAPI> multiplayer;
bool multiplayer_poll;
void _network_peer_connected(int p_id);
void _network_peer_disconnected(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
static SceneTree *singleton;
friend class Node;
void tree_changed();
void node_added(Node *p_node);
void node_removed(Node *p_node);
void node_renamed(Node *p_node);
void process_tweens(float p_delta, bool p_physics_frame);
Group *add_to_group(const StringName &p_group, Node *p_node);
void remove_from_group(const StringName &p_group, Node *p_node);
void make_group_changed(const StringName &p_group);
void _notify_group_pause(const StringName &p_group, int p_notification);
Variant _call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
enum CallInputType {
CALL_INPUT_TYPE_INPUT,
CALL_INPUT_TYPE_SHORTCUT_INPUT,
CALL_INPUT_TYPE_UNHANDLED_INPUT,
CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT,
};
void _call_input_pause(const StringName &p_group, const CallInputType p_call_type, const Ref<InputEvent> &p_input);
void _flush_delete_queue();
//optimization
friend class CanvasItem;
friend class Viewport;
SelfList<Node>::List xform_change_list;
friend class ScriptDebuggerRemote;
Ref<ShortCut> debugger_stop_shortcut;
enum {
MAX_IDLE_CALLBACKS = 256
};
static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
static int idle_callback_count;
void _call_idle_callbacks();
protected:
void _notification(int p_notification);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = 2000
};
enum GroupCallFlags {
GROUP_CALL_DEFAULT = 0,
GROUP_CALL_REVERSE = 1,
GROUP_CALL_REALTIME = 2,
GROUP_CALL_UNIQUE = 4,
GROUP_CALL_MULTILEVEL = 8,
};
_FORCE_INLINE_ Viewport *get_root() const {
return root;
}
void call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
void call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
void notify_group(const StringName &p_group, int p_notification);
void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
void flush_transform_notifications();
virtual void input_text(const String &p_text);
virtual void input_event(const Ref<InputEvent> &p_event);
virtual void init();
virtual void iteration_prepare();
virtual bool iteration(float p_time);
virtual void iteration_end();
virtual bool idle(float p_time);
virtual void finish();
bool is_auto_accept_quit() const;
void set_auto_accept_quit(bool p_enable);
bool is_quit_on_go_back() const;
void set_quit_on_go_back(bool p_enable);
void quit(int p_exit_code = -1);
void set_input_as_handled();
bool is_input_handled();
_FORCE_INLINE_ float get_physics_process_time() const {
return physics_process_time;
}
_FORCE_INLINE_ float get_idle_process_time() const {
return idle_process_time;
}
void set_pause(bool p_enabled);
bool is_paused() const;
#ifdef DEBUG_ENABLED
void set_debug_collisions_hint(bool p_enabled);
bool is_debugging_collisions_hint() const;
void set_debug_navigation_hint(bool p_enabled);
bool is_debugging_navigation_hint() const;
void set_debug_paths_hint(bool p_enabled);
bool is_debugging_paths_hint() const;
#else
void set_debug_collisions_hint(bool p_enabled) {}
bool is_debugging_collisions_hint() const {
return false;
}
void set_debug_navigation_hint(bool p_enabled) {}
bool is_debugging_navigation_hint() const {
return false;
}
void set_debug_paths_hint(bool p_enabled) {}
bool is_debugging_paths_hint() const {
return false;
}
#endif
void set_debug_collisions_color(const Color &p_color);
Color get_debug_collisions_color() const;
void set_debug_collision_contact_color(const Color &p_color);
Color get_debug_collision_contact_color() const;
void set_debug_paths_color(const Color &p_color);
Color get_debug_paths_color() const;
void set_debug_paths_width(float p_width);
float get_debug_paths_width() const;
Ref<Material> get_debug_paths_material();
Ref<Material> get_debug_collision_material();
Ref<ArrayMesh> get_debug_contact_mesh();
int get_collision_debug_contact_count() {
return collision_debug_contacts;
}
int64_t get_frame() const;
int64_t get_event_count() const;
int get_node_count() const;
void queue_delete(Object *p_object);
void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
Node *get_first_node_in_group(const StringName &p_group);
bool has_group(const StringName &p_identifier) const;
void set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_scale = 1.0);
void set_use_font_oversampling(bool p_oversampling);
bool is_using_font_oversampling() const;
//void change_scene(const String& p_path);
//Node *get_loaded_scene();
void set_current_scene(Node *p_scene);
Node *get_current_scene() const;
Error change_scene(const String &p_path);
Error change_scene_to(const Ref<PackedScene> &p_scene);
Error reload_current_scene();
Ref<SceneTreeTimer> create_timer(float p_delay_sec, bool p_process_pause = true);
Ref<SceneTreeTween> create_tween();
Array get_processed_tweens();
//used by Main::start, don't use otherwise
void add_current_scene(Node *p_current);
static SceneTree *get_singleton() {
return singleton;
}
void drop_files(const Vector<String> &p_files, int p_from_screen = 0);
void global_menu_action(const Variant &p_id, const Variant &p_meta);
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options, const String &quote_style) const;
//network API
Ref<MultiplayerAPI> get_multiplayer() const;
void set_multiplayer_poll_enabled(bool p_enabled);
bool is_multiplayer_poll_enabled() const;
void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
bool is_network_server() const;
bool has_network_peer() const;
int get_network_unique_id() const;
Vector<int> get_network_connected_peers() const;
int get_rpc_sender_id() const;
void set_refuse_new_network_connections(bool p_refuse);
bool is_refusing_new_network_connections() const;
void set_physics_interpolation_enabled(bool p_enabled);
bool is_physics_interpolation_enabled() const;
static void add_idle_callback(IdleCallback p_callback);
SceneTree();
~SceneTree();
};
VARIANT_ENUM_CAST(SceneTree::StretchMode);
VARIANT_ENUM_CAST(SceneTree::StretchAspect);
VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
#endif