pandemonium_engine_minimal/scene/main/process_group.h
2023-12-14 21:54:22 +01:00

150 lines
3.3 KiB
C++

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