mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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150 lines
3.3 KiB
C++
150 lines
3.3 KiB
C++
#ifndef PROCESS_GROUP_H
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#define PROCESS_GROUP_H
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#include "core/os/safe_refcount.h"
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "core/os/thread_safe.h"
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#include "scene/main/node.h"
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class ProcessGroup : public Node {
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GDCLASS(ProcessGroup, Node);
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_THREAD_SAFE_CLASS_
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public:
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enum ProcessMode {
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PROCESS_MODE_SCENE_TREE,
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PROCESS_MODE_NORMAL,
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PROCESS_MODE_MANUAL,
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};
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enum Mode {
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MODE_WAIT,
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MODE_TRIGGER,
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MODE_TRIGGER_UNIQUE,
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MODE_TRIGGER_DEFERRED,
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MODE_OFF,
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};
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enum ProcessGroupFlags {
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PROCESS_GROUP_FLAG_PROCESS = 1 << 0,
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PROCESS_GROUP_FLAG_PHYSICS_PROCESS = 1 << 1,
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};
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enum {
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NOTIFICATION_PROCESS_GROUP_PROCESS = 60,
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NOTIFICATION_PROCESS_GROUP_INTERNAL_PROCESS,
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NOTIFICATION_PROCESS_GROUP_PHYSICS_PROCESS,
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NOTIFICATION_PROCESS_GROUP_INTERNAL_PHYSICS_PROCESS,
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};
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public:
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ProcessMode get_process_mode() const;
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void set_process_mode(const ProcessMode value);
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Mode get_mode() const;
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void set_mode(const Mode value);
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int get_group_flags() const;
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void set_group_flags(const int value);
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bool get_use_priority() const;
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void set_use_priority(const bool value);
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bool get_use_threads() const;
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void set_use_threads(const bool value);
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void trigger_process();
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void wait_process();
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void trigger_physics_process();
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void wait_physics_process();
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void register_node_process(Node *p_node);
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void unregister_node_process(Node *p_node);
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void node_process_changed(Node *p_node);
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void register_node_internal_process(Node *p_node);
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void unregister_node_internal_process(Node *p_node);
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void node_internal_process_changed(Node *p_node);
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void register_node_physics_process(Node *p_node);
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void unregister_node_physics_process(Node *p_node);
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void node_physics_process_changed(Node *p_node);
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void register_node_internal_physics_process(Node *p_node);
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void unregister_node_internal_physics_process(Node *p_node);
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void node_internal_physics_process_changed(Node *p_node);
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//This way the property doesn't lose it's vlaue when using a no thread build
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bool should_use_threads() const;
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bool is_working() const;
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String get_configuration_warning() const;
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ProcessGroup();
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~ProcessGroup();
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protected:
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struct Group {
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Vector<Node *> nodes;
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bool changed;
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Group() { changed = false; };
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};
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enum CurrentProcessType {
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CURRENT_PROCESS_TYPE_NONE,
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CURRENT_PROCESS_TYPE_PROCESS,
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CURRENT_PROCESS_TYPE_PHYSICS_PROCESS,
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};
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void _setup();
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void _cleanup();
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void _setup_thread();
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void _quit_thread();
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void _quit_thread_deferred();
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void _cleanup_thread();
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void _register_scene_tree_groups();
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void _unregister_scene_tree_groups();
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void _trigger_process_deferred();
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void _handle_process();
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void _handle_physics_process();
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void _update_group_order(Group &g);
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static void _thread_func(void *udata);
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void _notification(int p_what);
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static void _bind_methods();
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Group _process_group;
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Group _internal_process_group;
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Group _physics_process_group;
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Group _internal_physics_process_group;
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ProcessMode _process_mode;
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Mode _mode;
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int _group_flags;
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bool _use_priority;
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bool _use_threads;
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bool _tread_run;
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Thread *_thread;
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Semaphore _process_semaphore;
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Semaphore _main_semaphore;
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SafeNumeric<int> _current_process_type;
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};
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VARIANT_ENUM_CAST(ProcessGroup::ProcessMode);
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VARIANT_ENUM_CAST(ProcessGroup::Mode);
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VARIANT_ENUM_CAST(ProcessGroup::ProcessGroupFlags);
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#endif
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