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/**************************************************************************/
/* node.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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# ifndef NODE_H
# define NODE_H
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# include "core/string/node_path.h"
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# include "core/templates/rb_map.h"
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# include "core/variant/typed_array.h"
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# include "scene/main/scene_tree.h"
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class Viewport ;
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class Window ;
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class SceneState ;
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class Tween ;
class PropertyTweener ;
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SAFE_FLAG_TYPE_PUN_GUARANTEES
SAFE_NUMERIC_TYPE_PUN_GUARANTEES ( uint32_t )
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class Node : public Object {
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GDCLASS ( Node , Object ) ;
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protected :
// During group processing, these are thread-safe.
// Outside group processing, these avoid the cost of sync by working as plain primitive types.
union MTFlag {
SafeFlag mt { } ;
bool st ;
} ;
template < class T >
union MTNumeric {
SafeNumeric < T > mt { } ;
T st ;
} ;
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public :
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enum ProcessMode {
PROCESS_MODE_INHERIT , // same as parent node
PROCESS_MODE_PAUSABLE , // process only if not paused
PROCESS_MODE_WHEN_PAUSED , // process only if paused
PROCESS_MODE_ALWAYS , // process always
PROCESS_MODE_DISABLED , // never process
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} ;
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enum ProcessThreadGroup {
PROCESS_THREAD_GROUP_INHERIT ,
PROCESS_THREAD_GROUP_MAIN_THREAD ,
PROCESS_THREAD_GROUP_SUB_THREAD ,
} ;
enum ProcessThreadMessages {
FLAG_PROCESS_THREAD_MESSAGES = 1 ,
FLAG_PROCESS_THREAD_MESSAGES_PHYSICS = 2 ,
FLAG_PROCESS_THREAD_MESSAGES_ALL = 3 ,
} ;
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1 ,
DUPLICATE_GROUPS = 2 ,
DUPLICATE_SCRIPTS = 4 ,
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DUPLICATE_USE_INSTANTIATION = 8 ,
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# ifdef TOOLS_ENABLED
DUPLICATE_FROM_EDITOR = 16 ,
# endif
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} ;
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enum NameCasing {
NAME_CASING_PASCAL_CASE ,
NAME_CASING_CAMEL_CASE ,
NAME_CASING_SNAKE_CASE
} ;
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enum InternalMode {
INTERNAL_MODE_DISABLED ,
INTERNAL_MODE_FRONT ,
INTERNAL_MODE_BACK ,
} ;
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struct Comparator {
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bool operator ( ) ( const Node * p_a , const Node * p_b ) const { return p_b - > is_greater_than ( p_a ) ; }
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} ;
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static int orphan_node_count ;
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void _update_process ( bool p_enable , bool p_for_children ) ;
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private :
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struct GroupData {
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bool persistent = false ;
SceneTree : : Group * group = nullptr ;
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} ;
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struct ComparatorByIndex {
bool operator ( ) ( const Node * p_left , const Node * p_right ) const {
static const uint32_t order [ 3 ] = { 1 , 0 , 2 } ;
uint32_t order_left = order [ p_left - > data . internal_mode ] ;
uint32_t order_right = order [ p_right - > data . internal_mode ] ;
if ( order_left = = order_right ) {
return p_left - > data . index < p_right - > data . index ;
}
return order_left < order_right ;
}
} ;
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struct ComparatorWithPriority {
bool operator ( ) ( const Node * p_a , const Node * p_b ) const { return p_b - > data . process_priority = = p_a - > data . process_priority ? p_b - > is_greater_than ( p_a ) : p_b - > data . process_priority > p_a - > data . process_priority ; }
} ;
struct ComparatorWithPhysicsPriority {
bool operator ( ) ( const Node * p_a , const Node * p_b ) const { return p_b - > data . physics_process_priority = = p_a - > data . physics_process_priority ? p_b - > is_greater_than ( p_a ) : p_b - > data . physics_process_priority > p_a - > data . physics_process_priority ; }
} ;
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// This Data struct is to avoid namespace pollution in derived classes.
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struct Data {
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String scene_file_path ;
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Ref < SceneState > instance_state ;
Ref < SceneState > inherited_state ;
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Node * parent = nullptr ;
Node * owner = nullptr ;
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HashMap < StringName , Node * > children ;
mutable bool children_cache_dirty = true ;
mutable LocalVector < Node * > children_cache ;
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HashMap < StringName , Node * > owned_unique_nodes ;
bool unique_name_in_owner = false ;
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InternalMode internal_mode = INTERNAL_MODE_DISABLED ;
mutable int internal_children_front_count_cache = 0 ;
mutable int internal_children_back_count_cache = 0 ;
mutable int external_children_count_cache = 0 ;
mutable int index = - 1 ; // relative to front, normal or back.
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int depth = - 1 ;
int blocked = 0 ; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name ;
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SceneTree * tree = nullptr ;
bool inside_tree = false ;
bool ready_notified = false ; // This is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification.
bool ready_first = true ;
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# ifdef TOOLS_ENABLED
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NodePath import_path ; // Path used when imported, used by scene editors to keep tracking.
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# endif
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String editor_description ;
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Viewport * viewport = nullptr ;
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HashMap < StringName , GroupData > grouped ;
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List < Node * > : : Element * OW = nullptr ; // Owned element.
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List < Node * > owned ;
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ProcessMode process_mode = PROCESS_MODE_INHERIT ;
Node * process_owner = nullptr ;
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ProcessThreadGroup process_thread_group = PROCESS_THREAD_GROUP_INHERIT ;
Node * process_thread_group_owner = nullptr ;
int process_thread_group_order = 0 ;
BitField < ProcessThreadMessages > process_thread_messages ;
void * process_group = nullptr ; // to avoid cyclic dependency
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int multiplayer_authority = 1 ; // Server by default.
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Variant rpc_config ;
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// Variables used to properly sort the node when processing, ignored otherwise.
// TODO: Should move all the stuff below to bits.
bool physics_process = false ;
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bool process = false ;
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int process_priority = 0 ;
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int physics_process_priority = 0 ;
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bool physics_process_internal = false ;
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bool process_internal = false ;
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bool input = false ;
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bool shortcut_input = false ;
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bool unhandled_input = false ;
bool unhandled_key_input = false ;
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bool parent_owned = false ;
bool in_constructor = true ;
bool use_placeholder = false ;
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bool display_folded = false ;
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bool editable_instance = false ;
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mutable NodePath * path_cache = nullptr ;
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} data ;
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Ref < MultiplayerAPI > multiplayer ;
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void _print_tree_pretty ( const String & prefix , const bool last ) ;
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void _print_tree ( const Node * p_node ) ;
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Node * _get_child_by_name ( const StringName & p_name ) const ;
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void _replace_connections_target ( Node * p_new_target ) ;
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void _validate_child_name ( Node * p_child , bool p_force_human_readable = false ) ;
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void _generate_serial_child_name ( const Node * p_child , StringName & name ) const ;
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void _propagate_reverse_notification ( int p_notification ) ;
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void _propagate_deferred_notification ( int p_notification , bool p_reverse ) ;
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void _propagate_enter_tree ( ) ;
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void _propagate_ready ( ) ;
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void _propagate_exit_tree ( ) ;
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void _propagate_after_exit_tree ( ) ;
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void _propagate_process_owner ( Node * p_owner , int p_pause_notification , int p_enabled_notification ) ;
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void _propagate_groups_dirty ( ) ;
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Array _get_node_and_resource ( const NodePath & p_path ) ;
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void _duplicate_signals ( const Node * p_original , Node * p_copy ) const ;
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Node * _duplicate ( int p_flags , HashMap < const Node * , Node * > * r_duplimap = nullptr ) const ;
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TypedArray < StringName > _get_groups ( ) const ;
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Error _rpc_bind ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) ;
Error _rpc_id_bind ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) ;
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friend class SceneTree ;
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void _set_tree ( SceneTree * p_tree ) ;
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void _propagate_pause_notification ( bool p_enable ) ;
_FORCE_INLINE_ bool _can_process ( bool p_paused ) const ;
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_FORCE_INLINE_ bool _is_enabled ( ) const ;
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void _release_unique_name_in_owner ( ) ;
void _acquire_unique_name_in_owner ( ) ;
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void _clean_up_owner ( ) ;
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_FORCE_INLINE_ void _update_children_cache ( ) const {
if ( unlikely ( data . children_cache_dirty ) ) {
_update_children_cache_impl ( ) ;
}
}
void _update_children_cache_impl ( ) const ;
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// Process group management
void _add_process_group ( ) ;
void _remove_process_group ( ) ;
void _add_to_process_thread_group ( ) ;
void _remove_from_process_thread_group ( ) ;
void _remove_tree_from_process_thread_group ( ) ;
void _add_tree_to_process_thread_group ( Node * p_owner ) ;
static thread_local Node * current_process_thread_group ;
Variant _call_deferred_thread_group_bind ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) ;
Variant _call_thread_safe_bind ( const Variant * * p_args , int p_argcount , Callable : : CallError & r_error ) ;
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protected :
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void _block ( ) { data . blocked + + ; }
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void _unblock ( ) { data . blocked - - ; }
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void _notification ( int p_notification ) ;
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virtual void add_child_notify ( Node * p_child ) ;
virtual void remove_child_notify ( Node * p_child ) ;
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virtual void move_child_notify ( Node * p_child ) ;
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virtual void owner_changed_notify ( ) ;
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void _propagate_replace_owner ( Node * p_owner , Node * p_by_owner ) ;
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static void _bind_methods ( ) ;
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static String _get_name_num_separator ( ) ;
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friend class SceneState ;
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void _add_child_nocheck ( Node * p_child , const StringName & p_name , InternalMode p_internal_mode = INTERNAL_MODE_DISABLED ) ;
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void _set_owner_nocheck ( Node * p_owner ) ;
void _set_name_nocheck ( const StringName & p_name ) ;
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//call from SceneTree
void _call_input ( const Ref < InputEvent > & p_event ) ;
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void _call_shortcut_input ( const Ref < InputEvent > & p_event ) ;
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void _call_unhandled_input ( const Ref < InputEvent > & p_event ) ;
void _call_unhandled_key_input ( const Ref < InputEvent > & p_event ) ;
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void _validate_property ( PropertyInfo & p_property ) const ;
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protected :
virtual void input ( const Ref < InputEvent > & p_event ) ;
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virtual void shortcut_input ( const Ref < InputEvent > & p_key_event ) ;
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virtual void unhandled_input ( const Ref < InputEvent > & p_event ) ;
virtual void unhandled_key_input ( const Ref < InputEvent > & p_key_event ) ;
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GDVIRTUAL1 ( _process , double )
GDVIRTUAL1 ( _physics_process , double )
GDVIRTUAL0 ( _enter_tree )
GDVIRTUAL0 ( _exit_tree )
GDVIRTUAL0 ( _ready )
GDVIRTUAL0RC ( Vector < String > , _get_configuration_warnings )
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GDVIRTUAL1 ( _input , Ref < InputEvent > )
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GDVIRTUAL1 ( _shortcut_input , Ref < InputEvent > )
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GDVIRTUAL1 ( _unhandled_input , Ref < InputEvent > )
GDVIRTUAL1 ( _unhandled_key_input , Ref < InputEvent > )
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public :
enum {
// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE = 10 ,
NOTIFICATION_EXIT_TREE = 11 ,
NOTIFICATION_MOVED_IN_PARENT = 12 ,
NOTIFICATION_READY = 13 ,
NOTIFICATION_PAUSED = 14 ,
NOTIFICATION_UNPAUSED = 15 ,
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NOTIFICATION_PHYSICS_PROCESS = 16 ,
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NOTIFICATION_PROCESS = 17 ,
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NOTIFICATION_PARENTED = 18 ,
NOTIFICATION_UNPARENTED = 19 ,
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NOTIFICATION_SCENE_INSTANTIATED = 20 ,
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NOTIFICATION_DRAG_BEGIN = 21 ,
NOTIFICATION_DRAG_END = 22 ,
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NOTIFICATION_PATH_RENAMED = 23 ,
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NOTIFICATION_CHILD_ORDER_CHANGED = 24 ,
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NOTIFICATION_INTERNAL_PROCESS = 25 ,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26 ,
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NOTIFICATION_POST_ENTER_TREE = 27 ,
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NOTIFICATION_DISABLED = 28 ,
NOTIFICATION_ENABLED = 29 ,
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NOTIFICATION_NODE_RECACHE_REQUESTED = 30 ,
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//keep these linked to node
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NOTIFICATION_WM_MOUSE_ENTER = 1002 ,
NOTIFICATION_WM_MOUSE_EXIT = 1003 ,
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NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004 ,
NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005 ,
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NOTIFICATION_WM_CLOSE_REQUEST = 1006 ,
NOTIFICATION_WM_GO_BACK_REQUEST = 1007 ,
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NOTIFICATION_WM_SIZE_CHANGED = 1008 ,
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NOTIFICATION_WM_DPI_CHANGE = 1009 ,
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NOTIFICATION_VP_MOUSE_ENTER = 1010 ,
NOTIFICATION_VP_MOUSE_EXIT = 1011 ,
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NOTIFICATION_OS_MEMORY_WARNING = MainLoop : : NOTIFICATION_OS_MEMORY_WARNING ,
NOTIFICATION_TRANSLATION_CHANGED = MainLoop : : NOTIFICATION_TRANSLATION_CHANGED ,
NOTIFICATION_WM_ABOUT = MainLoop : : NOTIFICATION_WM_ABOUT ,
NOTIFICATION_CRASH = MainLoop : : NOTIFICATION_CRASH ,
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NOTIFICATION_OS_IME_UPDATE = MainLoop : : NOTIFICATION_OS_IME_UPDATE ,
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NOTIFICATION_APPLICATION_RESUMED = MainLoop : : NOTIFICATION_APPLICATION_RESUMED ,
NOTIFICATION_APPLICATION_PAUSED = MainLoop : : NOTIFICATION_APPLICATION_PAUSED ,
NOTIFICATION_APPLICATION_FOCUS_IN = MainLoop : : NOTIFICATION_APPLICATION_FOCUS_IN ,
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NOTIFICATION_APPLICATION_FOCUS_OUT = MainLoop : : NOTIFICATION_APPLICATION_FOCUS_OUT ,
NOTIFICATION_TEXT_SERVER_CHANGED = MainLoop : : NOTIFICATION_TEXT_SERVER_CHANGED ,
New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.
This work was sponsored by GSoC 2020 and TwistedTwigleg.
Full list of changes:
* Adds a SkeletonModifier2D resource
* This resource is the base where all IK code is written and executed
* Has a function for clamping angles, since it is so commonly used
* Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
* This resource manages a series of SkeletonModification2Ds
* This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
* Each modification is in its own file
* There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
* Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
* Skeleton2D now holds a single SkeletonModificationStack2D for IK
* Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
* The default_length property has been changed to length. Length is the length of the bone to its child bone node
* New bone_angle property, which is the angle the bone has to its first child bone node
* Bone2D caches its transform when not modified by IK for IK interpolation purposes
* Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
* Bone2D gizmo drawing code removed
* The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
* These notifications only are called in the editor right before and after saving a scene
* Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
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// Editor specific node notifications
NOTIFICATION_EDITOR_PRE_SAVE = 9001 ,
NOTIFICATION_EDITOR_POST_SAVE = 9002 ,
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} ;
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/* NODE/TREE */
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StringName get_name ( ) const ;
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void set_name ( const String & p_name ) ;
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void add_child ( Node * p_child , bool p_force_readable_name = false , InternalMode p_internal = INTERNAL_MODE_DISABLED ) ;
void add_sibling ( Node * p_sibling , bool p_force_readable_name = false ) ;
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void remove_child ( Node * p_child ) ;
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int get_child_count ( bool p_include_internal = true ) const ;
Node * get_child ( int p_index , bool p_include_internal = true ) const ;
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TypedArray < Node > get_children ( bool p_include_internal = true ) const ;
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bool has_node ( const NodePath & p_path ) const ;
Node * get_node ( const NodePath & p_path ) const ;
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Node * get_node_or_null ( const NodePath & p_path ) const ;
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Node * find_child ( const String & p_pattern , bool p_recursive = true , bool p_owned = true ) const ;
TypedArray < Node > find_children ( const String & p_pattern , const String & p_type = " " , bool p_recursive = true , bool p_owned = true ) const ;
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bool has_node_and_resource ( const NodePath & p_path ) const ;
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Node * get_node_and_resource ( const NodePath & p_path , Ref < Resource > & r_res , Vector < StringName > & r_leftover_subpath , bool p_last_is_property = true ) const ;
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virtual void reparent ( Node * p_parent , bool p_keep_global_transform = true ) ;
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Node * get_parent ( ) const ;
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Node * find_parent ( const String & p_pattern ) const ;
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Window * get_window ( ) const ;
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Window * get_last_exclusive_window ( ) const ;
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_FORCE_INLINE_ SceneTree * get_tree ( ) const {
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ERR_FAIL_COND_V ( ! data . tree , nullptr ) ;
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return data . tree ;
}
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_FORCE_INLINE_ bool is_inside_tree ( ) const { return data . inside_tree ; }
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bool is_ancestor_of ( const Node * p_node ) const ;
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bool is_greater_than ( const Node * p_node ) const ;
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NodePath get_path ( ) const ;
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NodePath get_path_to ( const Node * p_node , bool p_use_unique_path = false ) const ;
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Node * find_common_parent_with ( const Node * p_node ) const ;
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void add_to_group ( const StringName & p_identifier , bool p_persistent = false ) ;
void remove_from_group ( const StringName & p_identifier ) ;
bool is_in_group ( const StringName & p_identifier ) const ;
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struct GroupInfo {
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StringName name ;
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bool persistent = false ;
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} ;
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void get_groups ( List < GroupInfo > * p_groups ) const ;
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int get_persistent_group_count ( ) const ;
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void move_child ( Node * p_child , int p_index ) ;
void _move_child ( Node * p_child , int p_index , bool p_ignore_end = false ) ;
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void set_owner ( Node * p_owner ) ;
Node * get_owner ( ) const ;
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void get_owned_by ( Node * p_by , List < Node * > * p_owned ) ;
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void set_unique_name_in_owner ( bool p_enabled ) ;
bool is_unique_name_in_owner ( ) const ;
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_FORCE_INLINE_ int get_index ( bool p_include_internal = true ) const {
// p_include_internal = false doesn't make sense if the node is internal.
ERR_FAIL_COND_V_MSG ( ! p_include_internal & & data . internal_mode ! = INTERNAL_MODE_DISABLED , - 1 , " Node is internal. Can't get index with 'include_internal' being false. " ) ;
if ( ! data . parent ) {
return data . index ;
}
data . parent - > _update_children_cache ( ) ;
if ( ! p_include_internal ) {
return data . index ;
} else {
switch ( data . internal_mode ) {
case INTERNAL_MODE_DISABLED : {
return data . parent - > data . internal_children_front_count_cache + data . index ;
} break ;
case INTERNAL_MODE_FRONT : {
return data . index ;
} break ;
case INTERNAL_MODE_BACK : {
return data . parent - > data . internal_children_front_count_cache + data . parent - > data . external_children_count_cache + data . index ;
} break ;
}
return - 1 ;
}
}
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Ref < Tween > create_tween ( ) ;
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void print_tree ( ) ;
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void print_tree_pretty ( ) ;
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void set_scene_file_path ( const String & p_scene_file_path ) ;
String get_scene_file_path ( ) const ;
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void set_editor_description ( const String & p_editor_description ) ;
String get_editor_description ( ) const ;
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void set_editable_instance ( Node * p_node , bool p_editable ) ;
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bool is_editable_instance ( const Node * p_node ) const ;
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Node * get_deepest_editable_node ( Node * p_start_node ) const ;
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# ifdef TOOLS_ENABLED
void set_property_pinned ( const String & p_property , bool p_pinned ) ;
bool is_property_pinned ( const StringName & p_property ) const ;
virtual StringName get_property_store_alias ( const StringName & p_property ) const ;
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bool is_part_of_edited_scene ( ) const ;
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# endif
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void get_storable_properties ( HashSet < StringName > & r_storable_properties ) const ;
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virtual String to_string ( ) override ;
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/* NOTIFICATIONS */
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void propagate_notification ( int p_notification ) ;
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void propagate_call ( const StringName & p_method , const Array & p_args = Array ( ) , const bool p_parent_first = false ) ;
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/* PROCESSING */
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void set_physics_process ( bool p_process ) ;
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double get_physics_process_delta_time ( ) const ;
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bool is_physics_processing ( ) const ;
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void set_process ( bool p_process ) ;
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double get_process_delta_time ( ) const ;
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bool is_processing ( ) const ;
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void set_physics_process_internal ( bool p_process_internal ) ;
bool is_physics_processing_internal ( ) const ;
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void set_process_internal ( bool p_process_internal ) ;
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bool is_processing_internal ( ) const ;
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void set_process_priority ( int p_priority ) ;
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int get_process_priority ( ) const ;
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void set_process_thread_group_order ( int p_order ) ;
int get_process_thread_group_order ( ) const ;
void set_physics_process_priority ( int p_priority ) ;
int get_physics_process_priority ( ) const ;
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void set_process_input ( bool p_enable ) ;
bool is_processing_input ( ) const ;
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void set_process_shortcut_input ( bool p_enable ) ;
bool is_processing_shortcut_input ( ) const ;
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void set_process_unhandled_input ( bool p_enable ) ;
bool is_processing_unhandled_input ( ) const ;
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void set_process_unhandled_key_input ( bool p_enable ) ;
bool is_processing_unhandled_key_input ( ) const ;
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_FORCE_INLINE_ bool _is_any_processing ( ) const {
return data . process | | data . process_internal | | data . physics_process | | data . physics_process_internal ;
}
_FORCE_INLINE_ bool is_accessible_from_caller_thread ( ) const {
if ( current_process_thread_group = = nullptr ) {
// Not thread processing. Only accessible if node is outside the scene tree,
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// if accessing from the main thread or being loaded.
return ! data . inside_tree | | Thread : : is_main_thread ( ) | | ResourceLoader : : is_within_load ( ) ;
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} else {
// Thread processing
return current_process_thread_group = = data . process_thread_group_owner ;
}
}
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_FORCE_INLINE_ bool is_readable_from_caller_thread ( ) const {
if ( current_process_thread_group = = nullptr ) {
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return Thread : : is_main_thread ( ) | | ResourceLoader : : is_within_load ( ) ;
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} else {
return true ;
}
}
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_FORCE_INLINE_ static bool is_group_processing ( ) { return current_process_thread_group ; }
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void set_process_thread_messages ( BitField < ProcessThreadMessages > p_flags ) ;
BitField < ProcessThreadMessages > get_process_thread_messages ( ) const ;
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Node * duplicate ( int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS ) const ;
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# ifdef TOOLS_ENABLED
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Node * duplicate_from_editor ( HashMap < const Node * , Node * > & r_duplimap ) const ;
Node * duplicate_from_editor ( HashMap < const Node * , Node * > & r_duplimap , const HashMap < Ref < Resource > , Ref < Resource > > & p_resource_remap ) const ;
void remap_node_resources ( Node * p_node , const HashMap < Ref < Resource > , Ref < Resource > > & p_resource_remap ) const ;
void remap_nested_resources ( Ref < Resource > p_resource , const HashMap < Ref < Resource > , Ref < Resource > > & p_resource_remap ) const ;
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# endif
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// used by editors, to save what has changed only
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void set_scene_instance_state ( const Ref < SceneState > & p_state ) ;
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Ref < SceneState > get_scene_instance_state ( ) const ;
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void set_scene_inherited_state ( const Ref < SceneState > & p_state ) ;
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Ref < SceneState > get_scene_inherited_state ( ) const ;
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void set_scene_instance_load_placeholder ( bool p_enable ) ;
bool get_scene_instance_load_placeholder ( ) const ;
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template < typename . . . VarArgs >
Vector < Variant > make_binds ( VarArgs . . . p_args ) {
Vector < Variant > binds = { p_args . . . } ;
return binds ;
}
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void replace_by ( Node * p_node , bool p_keep_data = false ) ;
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void set_process_mode ( ProcessMode p_mode ) ;
ProcessMode get_process_mode ( ) const ;
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bool can_process ( ) const ;
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bool can_process_notification ( int p_what ) const ;
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bool is_enabled ( ) const ;
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bool is_ready ( ) const ;
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void request_ready ( ) ;
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void set_process_thread_group ( ProcessThreadGroup p_mode ) ;
ProcessThreadGroup get_process_thread_group ( ) const ;
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static void print_orphan_nodes ( ) ;
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# ifdef TOOLS_ENABLED
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String validate_child_name ( Node * p_child ) ;
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# endif
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static String adjust_name_casing ( const String & p_name ) ;
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void queue_free ( ) ;
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//hacks for speed
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static void init_node_hrcr ( ) ;
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void force_parent_owned ( ) { data . parent_owned = true ; } //hack to avoid duplicate nodes
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void set_import_path ( const NodePath & p_import_path ) ; //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path ( ) const ;
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bool is_owned_by_parent ( ) const ;
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void get_argument_options ( const StringName & p_function , int p_idx , List < String > * r_options ) const override ;
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void clear_internal_tree_resource_paths ( ) ;
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_FORCE_INLINE_ Viewport * get_viewport ( ) const { return data . viewport ; }
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virtual PackedStringArray get_configuration_warnings ( ) const ;
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String get_configuration_warnings_as_string ( ) const ;
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void update_configuration_warnings ( ) ;
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void set_display_folded ( bool p_folded ) ;
bool is_displayed_folded ( ) const ;
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/* NETWORK */
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virtual void set_multiplayer_authority ( int p_peer_id , bool p_recursive = true ) ;
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int get_multiplayer_authority ( ) const ;
bool is_multiplayer_authority ( ) const ;
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void rpc_config ( const StringName & p_method , const Variant & p_config ) ; // config a local method for RPC
const Variant get_node_rpc_config ( ) const ;
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template < typename . . . VarArgs >
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Error rpc ( const StringName & p_method , VarArgs . . . p_args ) ;
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template < typename . . . VarArgs >
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Error rpc_id ( int p_peer_id , const StringName & p_method , VarArgs . . . p_args ) ;
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Error rpcp ( int p_peer_id , const StringName & p_method , const Variant * * p_arg , int p_argcount ) ;
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Ref < MultiplayerAPI > get_multiplayer ( ) const ;
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void call_deferred_thread_groupp ( const StringName & p_method , const Variant * * p_args , int p_argcount , bool p_show_error = false ) ;
template < typename . . . VarArgs >
void call_deferred_thread_group ( const StringName & p_method , VarArgs . . . p_args ) {
Variant args [ sizeof . . . ( p_args ) + 1 ] = { p_args . . . , Variant ( ) } ; // +1 makes sure zero sized arrays are also supported.
const Variant * argptrs [ sizeof . . . ( p_args ) + 1 ] ;
for ( uint32_t i = 0 ; i < sizeof . . . ( p_args ) ; i + + ) {
argptrs [ i ] = & args [ i ] ;
}
call_deferred_thread_groupp ( p_method , sizeof . . . ( p_args ) = = 0 ? nullptr : ( const Variant * * ) argptrs , sizeof . . . ( p_args ) ) ;
}
void set_deferred_thread_group ( const StringName & p_property , const Variant & p_value ) ;
void notify_deferred_thread_group ( int p_notification ) ;
void call_thread_safep ( const StringName & p_method , const Variant * * p_args , int p_argcount , bool p_show_error = false ) ;
template < typename . . . VarArgs >
void call_thread_safe ( const StringName & p_method , VarArgs . . . p_args ) {
Variant args [ sizeof . . . ( p_args ) + 1 ] = { p_args . . . , Variant ( ) } ; // +1 makes sure zero sized arrays are also supported.
const Variant * argptrs [ sizeof . . . ( p_args ) + 1 ] ;
for ( uint32_t i = 0 ; i < sizeof . . . ( p_args ) ; i + + ) {
argptrs [ i ] = & args [ i ] ;
}
call_deferred_thread_groupp ( p_method , sizeof . . . ( p_args ) = = 0 ? nullptr : ( const Variant * * ) argptrs , sizeof . . . ( p_args ) ) ;
}
void set_thread_safe ( const StringName & p_property , const Variant & p_value ) ;
void notify_thread_safe ( int p_notification ) ;
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// These inherited functions need proper multithread locking when overridden in Node.
# ifdef DEBUG_ENABLED
virtual void set_script ( const Variant & p_script ) override ;
virtual Variant get_script ( ) const override ;
virtual bool has_meta ( const StringName & p_name ) const override ;
virtual void set_meta ( const StringName & p_name , const Variant & p_value ) override ;
virtual void remove_meta ( const StringName & p_name ) override ;
virtual Variant get_meta ( const StringName & p_name , const Variant & p_default = Variant ( ) ) const override ;
virtual void get_meta_list ( List < StringName > * p_list ) const override ;
virtual Error emit_signalp ( const StringName & p_name , const Variant * * p_args , int p_argcount ) override ;
virtual bool has_signal ( const StringName & p_name ) const override ;
virtual void get_signal_list ( List < MethodInfo > * p_signals ) const override ;
virtual void get_signal_connection_list ( const StringName & p_signal , List < Connection > * p_connections ) const override ;
virtual void get_all_signal_connections ( List < Connection > * p_connections ) const override ;
virtual int get_persistent_signal_connection_count ( ) const override ;
virtual void get_signals_connected_to_this ( List < Connection > * p_connections ) const override ;
virtual Error connect ( const StringName & p_signal , const Callable & p_callable , uint32_t p_flags = 0 ) override ;
virtual void disconnect ( const StringName & p_signal , const Callable & p_callable ) override ;
virtual bool is_connected ( const StringName & p_signal , const Callable & p_callable ) const override ;
# endif
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Node ( ) ;
~ Node ( ) ;
} ;
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VARIANT_ENUM_CAST ( Node : : DuplicateFlags ) ;
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typedef HashSet < Node * , Node : : Comparator > NodeSet ;
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// Template definitions must be in the header so they are always fully initialized before their usage.
// See this StackOverflow question for more information: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
template < typename . . . VarArgs >
Error Node : : rpc ( const StringName & p_method , VarArgs . . . p_args ) {
return rpc_id ( 0 , p_method , p_args . . . ) ;
}
template < typename . . . VarArgs >
Error Node : : rpc_id ( int p_peer_id , const StringName & p_method , VarArgs . . . p_args ) {
Variant args [ sizeof . . . ( p_args ) + 1 ] = { p_args . . . , Variant ( ) } ; // +1 makes sure zero sized arrays are also supported.
const Variant * argptrs [ sizeof . . . ( p_args ) + 1 ] ;
for ( uint32_t i = 0 ; i < sizeof . . . ( p_args ) ; i + + ) {
argptrs [ i ] = & args [ i ] ;
}
return rpcp ( p_peer_id , p_method , sizeof . . . ( p_args ) = = 0 ? nullptr : ( const Variant * * ) argptrs , sizeof . . . ( p_args ) ) ;
}
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# ifdef DEBUG_ENABLED
# define ERR_THREAD_GUARD ERR_FAIL_COND_MSG(!is_accessible_from_caller_thread(), "Caller thread can't call this function in this node. Use call_deferred() or call_thread_group() instead.");
# define ERR_THREAD_GUARD_V(m_ret) ERR_FAIL_COND_V_MSG(!is_accessible_from_caller_thread(), (m_ret), "Caller thread can't call this function in this node. Use call_deferred() or call_thread_group() instead.")
# define ERR_MAIN_THREAD_GUARD ERR_FAIL_COND_MSG(is_inside_tree() && !Thread::is_main_thread(), "This function in this node can only be accessed from the main thread. Use call_deferred() instead.");
# define ERR_MAIN_THREAD_GUARD_V(m_ret) ERR_FAIL_COND_V_MSG(is_inside_tree() && !Thread::is_main_thread(), (m_ret), "This function in this node can only be accessed from the main thread. Use call_deferred() instead.")
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# define ERR_READ_THREAD_GUARD ERR_FAIL_COND_MSG(!is_readable_from_caller_thread(), "This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.")
# define ERR_READ_THREAD_GUARD_V(m_ret) ERR_FAIL_COND_V_MSG(!is_readable_from_caller_thread(), (m_ret), "This function in this node can only be accessed from either the main thread or a thread group. Use call_deferred() instead.")
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# else
# define ERR_THREAD_GUARD
# define ERR_THREAD_GUARD_V(m_ret)
# define ERR_MAIN_THREAD_GUARD
# define ERR_MAIN_THREAD_GUARD_V(m_ret)
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# define ERR_READ_THREAD_GUARD
# define ERR_READ_THREAD_GUARD_V(m_ret)
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# endif
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// Add these macro to your class's 'get_configuration_warnings' function to have warnings show up in the scene tree inspector.
# define DEPRECATED_NODE_WARNING warnings.push_back(RTR("This node is marked as deprecated and will be removed in future versions.\nPlease check the Godot documentation for information about migration."));
# define EXPERIMENTAL_NODE_WARNING warnings.push_back(RTR("This node is marked as experimental and may be subject to removal or major changes in future versions."));
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# endif // NODE_H