virtualx-engine/core/core_bind.cpp

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/*************************************************************************/
/* core_bind.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. */
/*************************************************************************/
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#include "core_bind.h"
#include "core/config/project_settings.h"
#include "core/crypto/crypto_core.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/file_access_compressed.h"
#include "core/io/file_access_encrypted.h"
#include "core/io/marshalls.h"
#include "core/math/geometry_2d.h"
#include "core/math/geometry_3d.h"
#include "core/os/keyboard.h"
#include "core/variant/typed_array.h"
namespace core_bind {
////// ResourceLoader //////
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ResourceLoader *ResourceLoader::singleton = nullptr;
Error ResourceLoader::load_threaded_request(const String &p_path, const String &p_type_hint, bool p_use_sub_threads, CacheMode p_cache_mode) {
return ::ResourceLoader::load_threaded_request(p_path, p_type_hint, p_use_sub_threads, ResourceFormatLoader::CacheMode(p_cache_mode));
}
ResourceLoader::ThreadLoadStatus ResourceLoader::load_threaded_get_status(const String &p_path, Array r_progress) {
float progress = 0;
::ResourceLoader::ThreadLoadStatus tls = ::ResourceLoader::load_threaded_get_status(p_path, &progress);
r_progress.resize(1);
r_progress[0] = progress;
return (ThreadLoadStatus)tls;
}
Ref<Resource> ResourceLoader::load_threaded_get(const String &p_path) {
Error error;
Ref<Resource> res = ::ResourceLoader::load_threaded_get(p_path, &error);
return res;
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}
Ref<Resource> ResourceLoader::load(const String &p_path, const String &p_type_hint, CacheMode p_cache_mode) {
Error err = OK;
Ref<Resource> ret = ::ResourceLoader::load(p_path, p_type_hint, ResourceFormatLoader::CacheMode(p_cache_mode), &err);
ERR_FAIL_COND_V_MSG(err != OK, ret, "Error loading resource: '" + p_path + "'.");
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return ret;
}
Vector<String> ResourceLoader::get_recognized_extensions_for_type(const String &p_type) {
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List<String> exts;
::ResourceLoader::get_recognized_extensions_for_type(p_type, &exts);
Vector<String> ret;
for (const String &E : exts) {
ret.push_back(E);
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}
return ret;
}
void ResourceLoader::add_resource_format_loader(Ref<ResourceFormatLoader> p_format_loader, bool p_at_front) {
::ResourceLoader::add_resource_format_loader(p_format_loader, p_at_front);
}
void ResourceLoader::remove_resource_format_loader(Ref<ResourceFormatLoader> p_format_loader) {
::ResourceLoader::remove_resource_format_loader(p_format_loader);
}
void ResourceLoader::set_abort_on_missing_resources(bool p_abort) {
::ResourceLoader::set_abort_on_missing_resources(p_abort);
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}
PackedStringArray ResourceLoader::get_dependencies(const String &p_path) {
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List<String> deps;
::ResourceLoader::get_dependencies(p_path, &deps);
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PackedStringArray ret;
for (const String &E : deps) {
ret.push_back(E);
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}
return ret;
}
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bool ResourceLoader::has_cached(const String &p_path) {
String local_path = ProjectSettings::get_singleton()->localize_path(p_path);
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return ResourceCache::has(local_path);
}
bool ResourceLoader::exists(const String &p_path, const String &p_type_hint) {
return ::ResourceLoader::exists(p_path, p_type_hint);
}
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ResourceUID::ID ResourceLoader::get_resource_uid(const String &p_path) {
return ::ResourceLoader::get_resource_uid(p_path);
}
void ResourceLoader::_bind_methods() {
ClassDB::bind_method(D_METHOD("load_threaded_request", "path", "type_hint", "use_sub_threads", "cache_mode"), &ResourceLoader::load_threaded_request, DEFVAL(""), DEFVAL(false), DEFVAL(CACHE_MODE_REUSE));
ClassDB::bind_method(D_METHOD("load_threaded_get_status", "path", "progress"), &ResourceLoader::load_threaded_get_status, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("load_threaded_get", "path"), &ResourceLoader::load_threaded_get);
ClassDB::bind_method(D_METHOD("load", "path", "type_hint", "cache_mode"), &ResourceLoader::load, DEFVAL(""), DEFVAL(CACHE_MODE_REUSE));
ClassDB::bind_method(D_METHOD("get_recognized_extensions_for_type", "type"), &ResourceLoader::get_recognized_extensions_for_type);
ClassDB::bind_method(D_METHOD("add_resource_format_loader", "format_loader", "at_front"), &ResourceLoader::add_resource_format_loader, DEFVAL(false));
ClassDB::bind_method(D_METHOD("remove_resource_format_loader", "format_loader"), &ResourceLoader::remove_resource_format_loader);
ClassDB::bind_method(D_METHOD("set_abort_on_missing_resources", "abort"), &ResourceLoader::set_abort_on_missing_resources);
ClassDB::bind_method(D_METHOD("get_dependencies", "path"), &ResourceLoader::get_dependencies);
ClassDB::bind_method(D_METHOD("has_cached", "path"), &ResourceLoader::has_cached);
ClassDB::bind_method(D_METHOD("exists", "path", "type_hint"), &ResourceLoader::exists, DEFVAL(""));
ClassDB::bind_method(D_METHOD("get_resource_uid", "path"), &ResourceLoader::get_resource_uid);
BIND_ENUM_CONSTANT(THREAD_LOAD_INVALID_RESOURCE);
BIND_ENUM_CONSTANT(THREAD_LOAD_IN_PROGRESS);
BIND_ENUM_CONSTANT(THREAD_LOAD_FAILED);
BIND_ENUM_CONSTANT(THREAD_LOAD_LOADED);
BIND_ENUM_CONSTANT(CACHE_MODE_IGNORE);
BIND_ENUM_CONSTANT(CACHE_MODE_REUSE);
BIND_ENUM_CONSTANT(CACHE_MODE_REPLACE);
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}
////// ResourceSaver //////
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Error ResourceSaver::save(const Ref<Resource> &p_resource, const String &p_path, BitField<SaverFlags> p_flags) {
ERR_FAIL_COND_V_MSG(p_resource.is_null(), ERR_INVALID_PARAMETER, "Can't save empty resource to path '" + p_path + "'.");
return ::ResourceSaver::save(p_resource, p_path, p_flags);
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}
Vector<String> ResourceSaver::get_recognized_extensions(const Ref<Resource> &p_resource) {
ERR_FAIL_COND_V_MSG(p_resource.is_null(), Vector<String>(), "It's not a reference to a valid Resource object.");
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List<String> exts;
::ResourceSaver::get_recognized_extensions(p_resource, &exts);
Vector<String> ret;
for (const String &E : exts) {
ret.push_back(E);
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}
return ret;
}
void ResourceSaver::add_resource_format_saver(Ref<ResourceFormatSaver> p_format_saver, bool p_at_front) {
::ResourceSaver::add_resource_format_saver(p_format_saver, p_at_front);
}
void ResourceSaver::remove_resource_format_saver(Ref<ResourceFormatSaver> p_format_saver) {
::ResourceSaver::remove_resource_format_saver(p_format_saver);
}
ResourceSaver *ResourceSaver::singleton = nullptr;
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void ResourceSaver::_bind_methods() {
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ClassDB::bind_method(D_METHOD("save", "resource", "path", "flags"), &ResourceSaver::save, DEFVAL(""), DEFVAL((uint32_t)FLAG_NONE));
ClassDB::bind_method(D_METHOD("get_recognized_extensions", "type"), &ResourceSaver::get_recognized_extensions);
ClassDB::bind_method(D_METHOD("add_resource_format_saver", "format_saver", "at_front"), &ResourceSaver::add_resource_format_saver, DEFVAL(false));
ClassDB::bind_method(D_METHOD("remove_resource_format_saver", "format_saver"), &ResourceSaver::remove_resource_format_saver);
BIND_BITFIELD_FLAG(FLAG_NONE);
BIND_BITFIELD_FLAG(FLAG_RELATIVE_PATHS);
BIND_BITFIELD_FLAG(FLAG_BUNDLE_RESOURCES);
BIND_BITFIELD_FLAG(FLAG_CHANGE_PATH);
BIND_BITFIELD_FLAG(FLAG_OMIT_EDITOR_PROPERTIES);
BIND_BITFIELD_FLAG(FLAG_SAVE_BIG_ENDIAN);
BIND_BITFIELD_FLAG(FLAG_COMPRESS);
BIND_BITFIELD_FLAG(FLAG_REPLACE_SUBRESOURCE_PATHS);
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}
////// OS //////
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PackedStringArray OS::get_connected_midi_inputs() {
return ::OS::get_singleton()->get_connected_midi_inputs();
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}
void OS::open_midi_inputs() {
::OS::get_singleton()->open_midi_inputs();
}
void OS::close_midi_inputs() {
::OS::get_singleton()->close_midi_inputs();
}
void OS::set_use_file_access_save_and_swap(bool p_enable) {
FileAccess::set_backup_save(p_enable);
}
void OS::set_low_processor_usage_mode(bool p_enabled) {
::OS::get_singleton()->set_low_processor_usage_mode(p_enabled);
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}
bool OS::is_in_low_processor_usage_mode() const {
return ::OS::get_singleton()->is_in_low_processor_usage_mode();
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}
void OS::set_low_processor_usage_mode_sleep_usec(int p_usec) {
::OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(p_usec);
}
int OS::get_low_processor_usage_mode_sleep_usec() const {
return ::OS::get_singleton()->get_low_processor_usage_mode_sleep_usec();
}
void OS::alert(const String &p_alert, const String &p_title) {
::OS::get_singleton()->alert(p_alert, p_title);
}
void OS::crash(const String &p_message) {
CRASH_NOW_MSG(p_message);
}
Vector<String> OS::get_system_fonts() const {
return ::OS::get_singleton()->get_system_fonts();
}
String OS::get_system_font_path(const String &p_font_name, int p_weight, int p_stretch, bool p_italic) const {
return ::OS::get_singleton()->get_system_font_path(p_font_name, p_weight, p_stretch, p_italic);
}
Vector<String> OS::get_system_font_path_for_text(const String &p_font_name, const String &p_text, const String &p_locale, const String &p_script, int p_weight, int p_stretch, bool p_italic) const {
return ::OS::get_singleton()->get_system_font_path_for_text(p_font_name, p_text, p_locale, p_script, p_weight, p_stretch, p_italic);
}
String OS::get_executable_path() const {
return ::OS::get_singleton()->get_executable_path();
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}
Error OS::shell_open(String p_uri) {
if (p_uri.begins_with("res://")) {
WARN_PRINT("Attempting to open an URL with the \"res://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_open()`.");
} else if (p_uri.begins_with("user://")) {
WARN_PRINT("Attempting to open an URL with the \"user://\" protocol. Use `ProjectSettings.globalize_path()` to convert a Godot-specific path to a system path before opening it with `OS.shell_open()`.");
}
return ::OS::get_singleton()->shell_open(p_uri);
}
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String OS::read_string_from_stdin(bool p_block) {
return ::OS::get_singleton()->get_stdin_string(true);
}
int OS::execute(const String &p_path, const Vector<String> &p_arguments, Array r_output, bool p_read_stderr, bool p_open_console) {
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List<String> args;
for (int i = 0; i < p_arguments.size(); i++) {
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args.push_back(p_arguments[i]);
}
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String pipe;
int exitcode = 0;
Error err = ::OS::get_singleton()->execute(p_path, args, &pipe, &exitcode, p_read_stderr, nullptr, p_open_console);
r_output.push_back(pipe);
if (err != OK) {
return -1;
}
return exitcode;
}
int OS::create_instance(const Vector<String> &p_arguments) {
List<String> args;
for (int i = 0; i < p_arguments.size(); i++) {
args.push_back(p_arguments[i]);
}
::OS::ProcessID pid = 0;
Error err = ::OS::get_singleton()->create_instance(args, &pid);
if (err != OK) {
return -1;
}
return pid;
}
int OS::create_process(const String &p_path, const Vector<String> &p_arguments, bool p_open_console) {
List<String> args;
for (int i = 0; i < p_arguments.size(); i++) {
args.push_back(p_arguments[i]);
}
::OS::ProcessID pid = 0;
Error err = ::OS::get_singleton()->create_process(p_path, args, &pid, p_open_console);
if (err != OK) {
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return -1;
}
return pid;
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}
Error OS::kill(int p_pid) {
return ::OS::get_singleton()->kill(p_pid);
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}
bool OS::is_process_running(int p_pid) const {
return ::OS::get_singleton()->is_process_running(p_pid);
}
int OS::get_process_id() const {
return ::OS::get_singleton()->get_process_id();
}
bool OS::has_environment(const String &p_var) const {
return ::OS::get_singleton()->has_environment(p_var);
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}
String OS::get_environment(const String &p_var) const {
return ::OS::get_singleton()->get_environment(p_var);
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}
bool OS::set_environment(const String &p_var, const String &p_value) const {
return ::OS::get_singleton()->set_environment(p_var, p_value);
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}
String OS::get_name() const {
return ::OS::get_singleton()->get_name();
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}
String OS::get_distribution_name() const {
return ::OS::get_singleton()->get_distribution_name();
}
String OS::get_version() const {
return ::OS::get_singleton()->get_version();
}
Vector<String> OS::get_video_adapter_driver_info() const {
return ::OS::get_singleton()->get_video_adapter_driver_info();
}
Vector<String> OS::get_cmdline_args() {
List<String> cmdline = ::OS::get_singleton()->get_cmdline_args();
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Vector<String> cmdlinev;
for (const String &E : cmdline) {
cmdlinev.push_back(E);
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}
return cmdlinev;
}
Vector<String> OS::get_cmdline_user_args() {
List<String> cmdline = ::OS::get_singleton()->get_cmdline_user_args();
Vector<String> cmdlinev;
for (const String &E : cmdline) {
cmdlinev.push_back(E);
}
return cmdlinev;
}
void OS::set_restart_on_exit(bool p_restart, const Vector<String> &p_restart_arguments) {
List<String> args_list;
for (const String &restart_argument : p_restart_arguments) {
args_list.push_back(restart_argument);
}
::OS::get_singleton()->set_restart_on_exit(p_restart, args_list);
}
bool OS::is_restart_on_exit_set() const {
return ::OS::get_singleton()->is_restart_on_exit_set();
}
Vector<String> OS::get_restart_on_exit_arguments() const {
List<String> args = ::OS::get_singleton()->get_restart_on_exit_arguments();
Vector<String> args_vector;
for (List<String>::Element *E = args.front(); E; E = E->next()) {
args_vector.push_back(E->get());
}
return args_vector;
}
String OS::get_locale() const {
return ::OS::get_singleton()->get_locale();
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}
String OS::get_locale_language() const {
return ::OS::get_singleton()->get_locale_language();
}
String OS::get_model_name() const {
return ::OS::get_singleton()->get_model_name();
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}
Error OS::set_thread_name(const String &p_name) {
return ::Thread::set_name(p_name);
}
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::Thread::ID OS::get_thread_caller_id() const {
return ::Thread::get_caller_id();
};
::Thread::ID OS::get_main_thread_id() const {
return ::Thread::get_main_id();
};
bool OS::has_feature(const String &p_feature) const {
return ::OS::get_singleton()->has_feature(p_feature);
}
uint64_t OS::get_static_memory_usage() const {
return ::OS::get_singleton()->get_static_memory_usage();
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}
uint64_t OS::get_static_memory_peak_usage() const {
return ::OS::get_singleton()->get_static_memory_peak_usage();
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}
/** This method uses a signed argument for better error reporting as it's used from the scripting API. */
void OS::delay_usec(int p_usec) const {
ERR_FAIL_COND_MSG(
p_usec < 0,
vformat("Can't sleep for %d microseconds. The delay provided must be greater than or equal to 0 microseconds.", p_usec));
::OS::get_singleton()->delay_usec(p_usec);
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}
/** This method uses a signed argument for better error reporting as it's used from the scripting API. */
void OS::delay_msec(int p_msec) const {
ERR_FAIL_COND_MSG(
p_msec < 0,
vformat("Can't sleep for %d milliseconds. The delay provided must be greater than or equal to 0 milliseconds.", p_msec));
::OS::get_singleton()->delay_usec(int64_t(p_msec) * 1000);
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}
bool OS::is_userfs_persistent() const {
return ::OS::get_singleton()->is_userfs_persistent();
}
int OS::get_processor_count() const {
return ::OS::get_singleton()->get_processor_count();
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}
String OS::get_processor_name() const {
return ::OS::get_singleton()->get_processor_name();
}
bool OS::is_stdout_verbose() const {
return ::OS::get_singleton()->is_stdout_verbose();
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}
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Error OS::move_to_trash(const String &p_path) const {
return ::OS::get_singleton()->move_to_trash(p_path);
}
String OS::get_user_data_dir() const {
return ::OS::get_singleton()->get_user_data_dir();
}
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String OS::get_config_dir() const {
// Exposed as `get_config_dir()` instead of `get_config_path()` for consistency with other exposed OS methods.
return ::OS::get_singleton()->get_config_path();
}
String OS::get_data_dir() const {
// Exposed as `get_data_dir()` instead of `get_data_path()` for consistency with other exposed OS methods.
return ::OS::get_singleton()->get_data_path();
}
String OS::get_cache_dir() const {
// Exposed as `get_cache_dir()` instead of `get_cache_path()` for consistency with other exposed OS methods.
return ::OS::get_singleton()->get_cache_path();
}
bool OS::is_debug_build() const {
#ifdef DEBUG_ENABLED
return true;
#else
return false;
#endif
}
String OS::get_system_dir(SystemDir p_dir, bool p_shared_storage) const {
return ::OS::get_singleton()->get_system_dir(::OS::SystemDir(p_dir), p_shared_storage);
}
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String OS::get_keycode_string(Key p_code) const {
return ::keycode_get_string(p_code);
}
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bool OS::is_keycode_unicode(char32_t p_unicode) const {
return ::keycode_has_unicode((Key)p_unicode);
}
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Key OS::find_keycode_from_string(const String &p_code) const {
return find_keycode(p_code);
}
bool OS::request_permission(const String &p_name) {
return ::OS::get_singleton()->request_permission(p_name);
}
bool OS::request_permissions() {
return ::OS::get_singleton()->request_permissions();
}
Vector<String> OS::get_granted_permissions() const {
return ::OS::get_singleton()->get_granted_permissions();
}
String OS::get_unique_id() const {
return ::OS::get_singleton()->get_unique_id();
}
OS *OS::singleton = nullptr;
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void OS::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_connected_midi_inputs"), &OS::get_connected_midi_inputs);
ClassDB::bind_method(D_METHOD("open_midi_inputs"), &OS::open_midi_inputs);
ClassDB::bind_method(D_METHOD("close_midi_inputs"), &OS::close_midi_inputs);
ClassDB::bind_method(D_METHOD("alert", "text", "title"), &OS::alert, DEFVAL("Alert!"));
ClassDB::bind_method(D_METHOD("crash", "message"), &OS::crash);
ClassDB::bind_method(D_METHOD("set_low_processor_usage_mode", "enable"), &OS::set_low_processor_usage_mode);
ClassDB::bind_method(D_METHOD("is_in_low_processor_usage_mode"), &OS::is_in_low_processor_usage_mode);
ClassDB::bind_method(D_METHOD("set_low_processor_usage_mode_sleep_usec", "usec"), &OS::set_low_processor_usage_mode_sleep_usec);
ClassDB::bind_method(D_METHOD("get_low_processor_usage_mode_sleep_usec"), &OS::get_low_processor_usage_mode_sleep_usec);
ClassDB::bind_method(D_METHOD("get_processor_count"), &OS::get_processor_count);
ClassDB::bind_method(D_METHOD("get_processor_name"), &OS::get_processor_name);
ClassDB::bind_method(D_METHOD("get_system_fonts"), &OS::get_system_fonts);
ClassDB::bind_method(D_METHOD("get_system_font_path", "font_name", "weight", "stretch", "italic"), &OS::get_system_font_path, DEFVAL(400), DEFVAL(100), DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_system_font_path_for_text", "font_name", "text", "locale", "script", "weight", "stretch", "italic"), &OS::get_system_font_path_for_text, DEFVAL(String()), DEFVAL(String()), DEFVAL(400), DEFVAL(100), DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_executable_path"), &OS::get_executable_path);
ClassDB::bind_method(D_METHOD("read_string_from_stdin", "block"), &OS::read_string_from_stdin, DEFVAL(true));
ClassDB::bind_method(D_METHOD("execute", "path", "arguments", "output", "read_stderr", "open_console"), &OS::execute, DEFVAL(Array()), DEFVAL(false), DEFVAL(false));
ClassDB::bind_method(D_METHOD("create_process", "path", "arguments", "open_console"), &OS::create_process, DEFVAL(false));
ClassDB::bind_method(D_METHOD("create_instance", "arguments"), &OS::create_instance);
ClassDB::bind_method(D_METHOD("kill", "pid"), &OS::kill);
ClassDB::bind_method(D_METHOD("shell_open", "uri"), &OS::shell_open);
ClassDB::bind_method(D_METHOD("is_process_running", "pid"), &OS::is_process_running);
ClassDB::bind_method(D_METHOD("get_process_id"), &OS::get_process_id);
ClassDB::bind_method(D_METHOD("get_environment", "variable"), &OS::get_environment);
ClassDB::bind_method(D_METHOD("set_environment", "variable", "value"), &OS::set_environment);
ClassDB::bind_method(D_METHOD("has_environment", "variable"), &OS::has_environment);
ClassDB::bind_method(D_METHOD("get_name"), &OS::get_name);
ClassDB::bind_method(D_METHOD("get_distribution_name"), &OS::get_distribution_name);
ClassDB::bind_method(D_METHOD("get_version"), &OS::get_version);
ClassDB::bind_method(D_METHOD("get_cmdline_args"), &OS::get_cmdline_args);
ClassDB::bind_method(D_METHOD("get_cmdline_user_args"), &OS::get_cmdline_user_args);
ClassDB::bind_method(D_METHOD("get_video_adapter_driver_info"), &OS::get_video_adapter_driver_info);
ClassDB::bind_method(D_METHOD("set_restart_on_exit", "restart", "arguments"), &OS::set_restart_on_exit, DEFVAL(Vector<String>()));
ClassDB::bind_method(D_METHOD("is_restart_on_exit_set"), &OS::is_restart_on_exit_set);
ClassDB::bind_method(D_METHOD("get_restart_on_exit_arguments"), &OS::get_restart_on_exit_arguments);
ClassDB::bind_method(D_METHOD("delay_usec", "usec"), &OS::delay_usec);
ClassDB::bind_method(D_METHOD("delay_msec", "msec"), &OS::delay_msec);
ClassDB::bind_method(D_METHOD("get_locale"), &OS::get_locale);
ClassDB::bind_method(D_METHOD("get_locale_language"), &OS::get_locale_language);
ClassDB::bind_method(D_METHOD("get_model_name"), &OS::get_model_name);
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ClassDB::bind_method(D_METHOD("is_userfs_persistent"), &OS::is_userfs_persistent);
ClassDB::bind_method(D_METHOD("is_stdout_verbose"), &OS::is_stdout_verbose);
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ClassDB::bind_method(D_METHOD("is_debug_build"), &OS::is_debug_build);
ClassDB::bind_method(D_METHOD("get_static_memory_usage"), &OS::get_static_memory_usage);
ClassDB::bind_method(D_METHOD("get_static_memory_peak_usage"), &OS::get_static_memory_peak_usage);
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ClassDB::bind_method(D_METHOD("move_to_trash", "path"), &OS::move_to_trash);
ClassDB::bind_method(D_METHOD("get_user_data_dir"), &OS::get_user_data_dir);
ClassDB::bind_method(D_METHOD("get_system_dir", "dir", "shared_storage"), &OS::get_system_dir, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_config_dir"), &OS::get_config_dir);
ClassDB::bind_method(D_METHOD("get_data_dir"), &OS::get_data_dir);
ClassDB::bind_method(D_METHOD("get_cache_dir"), &OS::get_cache_dir);
ClassDB::bind_method(D_METHOD("get_unique_id"), &OS::get_unique_id);
ClassDB::bind_method(D_METHOD("get_keycode_string", "code"), &OS::get_keycode_string);
ClassDB::bind_method(D_METHOD("is_keycode_unicode", "code"), &OS::is_keycode_unicode);
ClassDB::bind_method(D_METHOD("find_keycode_from_string", "string"), &OS::find_keycode_from_string);
ClassDB::bind_method(D_METHOD("set_use_file_access_save_and_swap", "enabled"), &OS::set_use_file_access_save_and_swap);
ClassDB::bind_method(D_METHOD("set_thread_name", "name"), &OS::set_thread_name);
ClassDB::bind_method(D_METHOD("get_thread_caller_id"), &OS::get_thread_caller_id);
ClassDB::bind_method(D_METHOD("get_main_thread_id"), &OS::get_main_thread_id);
ClassDB::bind_method(D_METHOD("has_feature", "tag_name"), &OS::has_feature);
ClassDB::bind_method(D_METHOD("request_permission", "name"), &OS::request_permission);
ClassDB::bind_method(D_METHOD("request_permissions"), &OS::request_permissions);
ClassDB::bind_method(D_METHOD("get_granted_permissions"), &OS::get_granted_permissions);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "low_processor_usage_mode"), "set_low_processor_usage_mode", "is_in_low_processor_usage_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "low_processor_usage_mode_sleep_usec"), "set_low_processor_usage_mode_sleep_usec", "get_low_processor_usage_mode_sleep_usec");
// Those default values need to be specified for the docs generator,
// to avoid using values from the documentation writer's own OS instance.
ADD_PROPERTY_DEFAULT("low_processor_usage_mode", false);
ADD_PROPERTY_DEFAULT("low_processor_usage_mode_sleep_usec", 6900);
BIND_ENUM_CONSTANT(RENDERING_DRIVER_VULKAN);
BIND_ENUM_CONSTANT(RENDERING_DRIVER_OPENGL3);
BIND_ENUM_CONSTANT(DAY_SUNDAY);
BIND_ENUM_CONSTANT(DAY_MONDAY);
BIND_ENUM_CONSTANT(DAY_TUESDAY);
BIND_ENUM_CONSTANT(DAY_WEDNESDAY);
BIND_ENUM_CONSTANT(DAY_THURSDAY);
BIND_ENUM_CONSTANT(DAY_FRIDAY);
BIND_ENUM_CONSTANT(DAY_SATURDAY);
BIND_ENUM_CONSTANT(MONTH_JANUARY);
BIND_ENUM_CONSTANT(MONTH_FEBRUARY);
BIND_ENUM_CONSTANT(MONTH_MARCH);
BIND_ENUM_CONSTANT(MONTH_APRIL);
BIND_ENUM_CONSTANT(MONTH_MAY);
BIND_ENUM_CONSTANT(MONTH_JUNE);
BIND_ENUM_CONSTANT(MONTH_JULY);
BIND_ENUM_CONSTANT(MONTH_AUGUST);
BIND_ENUM_CONSTANT(MONTH_SEPTEMBER);
BIND_ENUM_CONSTANT(MONTH_OCTOBER);
BIND_ENUM_CONSTANT(MONTH_NOVEMBER);
BIND_ENUM_CONSTANT(MONTH_DECEMBER);
BIND_ENUM_CONSTANT(SYSTEM_DIR_DESKTOP);
BIND_ENUM_CONSTANT(SYSTEM_DIR_DCIM);
BIND_ENUM_CONSTANT(SYSTEM_DIR_DOCUMENTS);
BIND_ENUM_CONSTANT(SYSTEM_DIR_DOWNLOADS);
BIND_ENUM_CONSTANT(SYSTEM_DIR_MOVIES);
BIND_ENUM_CONSTANT(SYSTEM_DIR_MUSIC);
BIND_ENUM_CONSTANT(SYSTEM_DIR_PICTURES);
BIND_ENUM_CONSTANT(SYSTEM_DIR_RINGTONES);
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}
////// Geometry2D //////
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Geometry2D *Geometry2D::singleton = nullptr;
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Geometry2D *Geometry2D::get_singleton() {
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return singleton;
}
bool Geometry2D::is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) {
return ::Geometry2D::is_point_in_circle(p_point, p_circle_pos, p_circle_radius);
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}
real_t Geometry2D::segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) {
return ::Geometry2D::segment_intersects_circle(p_from, p_to, p_circle_pos, p_circle_radius);
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}
Variant Geometry2D::segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b) {
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Vector2 result;
if (::Geometry2D::segment_intersects_segment(p_from_a, p_to_a, p_from_b, p_to_b, &result)) {
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return result;
} else {
return Variant();
}
}
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Variant Geometry2D::line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b) {
Vector2 result;
if (::Geometry2D::line_intersects_line(p_from_a, p_dir_a, p_from_b, p_dir_b, result)) {
return result;
} else {
return Variant();
}
}
Vector<Vector2> Geometry2D::get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2) {
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Vector2 r1, r2;
::Geometry2D::get_closest_points_between_segments(p1, q1, p2, q2, r1, r2);
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Vector<Vector2> r = { r1, r2 };
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return r;
}
Vector2 Geometry2D::get_closest_point_to_segment(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b) {
Vector2 s[2] = { p_a, p_b };
return ::Geometry2D::get_closest_point_to_segment(p_point, s);
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}
Vector2 Geometry2D::get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b) {
Vector2 s[2] = { p_a, p_b };
return ::Geometry2D::get_closest_point_to_segment_uncapped(p_point, s);
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}
bool Geometry2D::point_is_inside_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) const {
return ::Geometry2D::is_point_in_triangle(s, a, b, c);
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}
bool Geometry2D::is_polygon_clockwise(const Vector<Vector2> &p_polygon) {
return ::Geometry2D::is_polygon_clockwise(p_polygon);
}
bool Geometry2D::is_point_in_polygon(const Point2 &p_point, const Vector<Vector2> &p_polygon) {
return ::Geometry2D::is_point_in_polygon(p_point, p_polygon);
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}
Vector<int> Geometry2D::triangulate_polygon(const Vector<Vector2> &p_polygon) {
return ::Geometry2D::triangulate_polygon(p_polygon);
}
Vector<int> Geometry2D::triangulate_delaunay(const Vector<Vector2> &p_points) {
return ::Geometry2D::triangulate_delaunay(p_points);
}
Vector<Point2> Geometry2D::convex_hull(const Vector<Point2> &p_points) {
return ::Geometry2D::convex_hull(p_points);
}
TypedArray<PackedVector2Array> Geometry2D::decompose_polygon_in_convex(const Vector<Vector2> &p_polygon) {
Vector<Vector<Point2>> decomp = ::Geometry2D::decompose_polygon_in_convex(p_polygon);
TypedArray<PackedVector2Array> ret;
for (int i = 0; i < decomp.size(); ++i) {
ret.push_back(decomp[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::merge_polygons(const Vector<Vector2> &p_polygon_a, const Vector<Vector2> &p_polygon_b) {
Vector<Vector<Point2>> polys = ::Geometry2D::merge_polygons(p_polygon_a, p_polygon_b);
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::clip_polygons(const Vector<Vector2> &p_polygon_a, const Vector<Vector2> &p_polygon_b) {
Vector<Vector<Point2>> polys = ::Geometry2D::clip_polygons(p_polygon_a, p_polygon_b);
TypedArray<PackedVector2Array> ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::intersect_polygons(const Vector<Vector2> &p_polygon_a, const Vector<Vector2> &p_polygon_b) {
Vector<Vector<Point2>> polys = ::Geometry2D::intersect_polygons(p_polygon_a, p_polygon_b);
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::exclude_polygons(const Vector<Vector2> &p_polygon_a, const Vector<Vector2> &p_polygon_b) {
Vector<Vector<Point2>> polys = ::Geometry2D::exclude_polygons(p_polygon_a, p_polygon_b);
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::clip_polyline_with_polygon(const Vector<Vector2> &p_polyline, const Vector<Vector2> &p_polygon) {
Vector<Vector<Point2>> polys = ::Geometry2D::clip_polyline_with_polygon(p_polyline, p_polygon);
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::intersect_polyline_with_polygon(const Vector<Vector2> &p_polyline, const Vector<Vector2> &p_polygon) {
Vector<Vector<Point2>> polys = ::Geometry2D::intersect_polyline_with_polygon(p_polyline, p_polygon);
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::offset_polygon(const Vector<Vector2> &p_polygon, real_t p_delta, PolyJoinType p_join_type) {
Vector<Vector<Point2>> polys = ::Geometry2D::offset_polygon(p_polygon, p_delta, ::Geometry2D::PolyJoinType(p_join_type));
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
TypedArray<PackedVector2Array> Geometry2D::offset_polyline(const Vector<Vector2> &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) {
Vector<Vector<Point2>> polys = ::Geometry2D::offset_polyline(p_polygon, p_delta, ::Geometry2D::PolyJoinType(p_join_type), ::Geometry2D::PolyEndType(p_end_type));
Array ret;
for (int i = 0; i < polys.size(); ++i) {
ret.push_back(polys[i]);
}
return ret;
}
Dictionary Geometry2D::make_atlas(const Vector<Size2> &p_rects) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Dictionary ret;
Vector<Size2i> rects;
for (int i = 0; i < p_rects.size(); i++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
rects.push_back(p_rects[i]);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector<Point2i> result;
Size2i size;
::Geometry2D::make_atlas(rects, result, size);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector<Point2> r_result;
for (int i = 0; i < result.size(); i++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
r_result.push_back(result[i]);
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
ret["points"] = r_result;
ret["size"] = size;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
return ret;
}
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
void Geometry2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_point_in_circle", "point", "circle_position", "circle_radius"), &Geometry2D::is_point_in_circle);
ClassDB::bind_method(D_METHOD("segment_intersects_circle", "segment_from", "segment_to", "circle_position", "circle_radius"), &Geometry2D::segment_intersects_circle);
ClassDB::bind_method(D_METHOD("segment_intersects_segment", "from_a", "to_a", "from_b", "to_b"), &Geometry2D::segment_intersects_segment);
ClassDB::bind_method(D_METHOD("line_intersects_line", "from_a", "dir_a", "from_b", "dir_b"), &Geometry2D::line_intersects_line);
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ClassDB::bind_method(D_METHOD("get_closest_points_between_segments", "p1", "q1", "p2", "q2"), &Geometry2D::get_closest_points_between_segments);
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ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "point", "s1", "s2"), &Geometry2D::get_closest_point_to_segment);
ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &Geometry2D::get_closest_point_to_segment_uncapped);
ClassDB::bind_method(D_METHOD("point_is_inside_triangle", "point", "a", "b", "c"), &Geometry2D::point_is_inside_triangle);
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ClassDB::bind_method(D_METHOD("is_polygon_clockwise", "polygon"), &Geometry2D::is_polygon_clockwise);
ClassDB::bind_method(D_METHOD("is_point_in_polygon", "point", "polygon"), &Geometry2D::is_point_in_polygon);
ClassDB::bind_method(D_METHOD("triangulate_polygon", "polygon"), &Geometry2D::triangulate_polygon);
ClassDB::bind_method(D_METHOD("triangulate_delaunay", "points"), &Geometry2D::triangulate_delaunay);
ClassDB::bind_method(D_METHOD("convex_hull", "points"), &Geometry2D::convex_hull);
ClassDB::bind_method(D_METHOD("decompose_polygon_in_convex", "polygon"), &Geometry2D::decompose_polygon_in_convex);
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ClassDB::bind_method(D_METHOD("merge_polygons", "polygon_a", "polygon_b"), &Geometry2D::merge_polygons);
ClassDB::bind_method(D_METHOD("clip_polygons", "polygon_a", "polygon_b"), &Geometry2D::clip_polygons);
ClassDB::bind_method(D_METHOD("intersect_polygons", "polygon_a", "polygon_b"), &Geometry2D::intersect_polygons);
ClassDB::bind_method(D_METHOD("exclude_polygons", "polygon_a", "polygon_b"), &Geometry2D::exclude_polygons);
ClassDB::bind_method(D_METHOD("clip_polyline_with_polygon", "polyline", "polygon"), &Geometry2D::clip_polyline_with_polygon);
ClassDB::bind_method(D_METHOD("intersect_polyline_with_polygon", "polyline", "polygon"), &Geometry2D::intersect_polyline_with_polygon);
ClassDB::bind_method(D_METHOD("offset_polygon", "polygon", "delta", "join_type"), &Geometry2D::offset_polygon, DEFVAL(JOIN_SQUARE));
ClassDB::bind_method(D_METHOD("offset_polyline", "polyline", "delta", "join_type", "end_type"), &Geometry2D::offset_polyline, DEFVAL(JOIN_SQUARE), DEFVAL(END_SQUARE));
ClassDB::bind_method(D_METHOD("make_atlas", "sizes"), &Geometry2D::make_atlas);
BIND_ENUM_CONSTANT(OPERATION_UNION);
BIND_ENUM_CONSTANT(OPERATION_DIFFERENCE);
BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
BIND_ENUM_CONSTANT(OPERATION_XOR);
BIND_ENUM_CONSTANT(JOIN_SQUARE);
BIND_ENUM_CONSTANT(JOIN_ROUND);
BIND_ENUM_CONSTANT(JOIN_MITER);
BIND_ENUM_CONSTANT(END_POLYGON);
BIND_ENUM_CONSTANT(END_JOINED);
BIND_ENUM_CONSTANT(END_BUTT);
BIND_ENUM_CONSTANT(END_SQUARE);
BIND_ENUM_CONSTANT(END_ROUND);
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}
////// Geometry3D //////
Geometry3D *Geometry3D::singleton = nullptr;
Geometry3D *Geometry3D::get_singleton() {
return singleton;
}
TypedArray<Plane> Geometry3D::build_box_planes(const Vector3 &p_extents) {
Variant ret = ::Geometry3D::build_box_planes(p_extents);
return ret;
}
TypedArray<Plane> Geometry3D::build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis) {
Variant ret = ::Geometry3D::build_cylinder_planes(p_radius, p_height, p_sides, p_axis);
return ret;
}
TypedArray<Plane> Geometry3D::build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
Variant ret = ::Geometry3D::build_capsule_planes(p_radius, p_height, p_sides, p_lats, p_axis);
return ret;
}
Vector<Vector3> Geometry3D::get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2) {
Vector3 r1, r2;
::Geometry3D::get_closest_points_between_segments(p1, p2, q1, q2, r1, r2);
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Vector<Vector3> r = { r1, r2 };
return r;
}
Vector3 Geometry3D::get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b) {
Vector3 s[2] = { p_a, p_b };
return ::Geometry3D::get_closest_point_to_segment(p_point, s);
}
Vector3 Geometry3D::get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b) {
Vector3 s[2] = { p_a, p_b };
return ::Geometry3D::get_closest_point_to_segment_uncapped(p_point, s);
}
Variant Geometry3D::ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) {
Vector3 res;
if (::Geometry3D::ray_intersects_triangle(p_from, p_dir, p_v0, p_v1, p_v2, &res)) {
return res;
} else {
return Variant();
}
}
Variant Geometry3D::segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2) {
Vector3 res;
if (::Geometry3D::segment_intersects_triangle(p_from, p_to, p_v0, p_v1, p_v2, &res)) {
return res;
} else {
return Variant();
}
}
Vector<Vector3> Geometry3D::segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius) {
Vector<Vector3> r;
Vector3 res, norm;
if (!::Geometry3D::segment_intersects_sphere(p_from, p_to, p_sphere_pos, p_sphere_radius, &res, &norm)) {
return r;
}
r.resize(2);
r.set(0, res);
r.set(1, norm);
return r;
}
Vector<Vector3> Geometry3D::segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius) {
Vector<Vector3> r;
Vector3 res, norm;
if (!::Geometry3D::segment_intersects_cylinder(p_from, p_to, p_height, p_radius, &res, &norm)) {
return r;
}
r.resize(2);
r.set(0, res);
r.set(1, norm);
return r;
}
Vector<Vector3> Geometry3D::segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector<Plane> &p_planes) {
Vector<Vector3> r;
Vector3 res, norm;
if (!::Geometry3D::segment_intersects_convex(p_from, p_to, p_planes.ptr(), p_planes.size(), &res, &norm)) {
return r;
}
r.resize(2);
r.set(0, res);
r.set(1, norm);
return r;
}
Vector<Vector3> Geometry3D::clip_polygon(const Vector<Vector3> &p_points, const Plane &p_plane) {
return ::Geometry3D::clip_polygon(p_points, p_plane);
}
void Geometry3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("build_box_planes", "extents"), &Geometry3D::build_box_planes);
ClassDB::bind_method(D_METHOD("build_cylinder_planes", "radius", "height", "sides", "axis"), &Geometry3D::build_cylinder_planes, DEFVAL(Vector3::AXIS_Z));
ClassDB::bind_method(D_METHOD("build_capsule_planes", "radius", "height", "sides", "lats", "axis"), &Geometry3D::build_capsule_planes, DEFVAL(Vector3::AXIS_Z));
ClassDB::bind_method(D_METHOD("get_closest_points_between_segments", "p1", "p2", "q1", "q2"), &Geometry3D::get_closest_points_between_segments);
ClassDB::bind_method(D_METHOD("get_closest_point_to_segment", "point", "s1", "s2"), &Geometry3D::get_closest_point_to_segment);
ClassDB::bind_method(D_METHOD("get_closest_point_to_segment_uncapped", "point", "s1", "s2"), &Geometry3D::get_closest_point_to_segment_uncapped);
ClassDB::bind_method(D_METHOD("ray_intersects_triangle", "from", "dir", "a", "b", "c"), &Geometry3D::ray_intersects_triangle);
ClassDB::bind_method(D_METHOD("segment_intersects_triangle", "from", "to", "a", "b", "c"), &Geometry3D::segment_intersects_triangle);
ClassDB::bind_method(D_METHOD("segment_intersects_sphere", "from", "to", "sphere_position", "sphere_radius"), &Geometry3D::segment_intersects_sphere);
ClassDB::bind_method(D_METHOD("segment_intersects_cylinder", "from", "to", "height", "radius"), &Geometry3D::segment_intersects_cylinder);
ClassDB::bind_method(D_METHOD("segment_intersects_convex", "from", "to", "planes"), &Geometry3D::segment_intersects_convex);
ClassDB::bind_method(D_METHOD("clip_polygon", "points", "plane"), &Geometry3D::clip_polygon);
}
////// Marshalls //////
Marshalls *Marshalls::singleton = nullptr;
Marshalls *Marshalls::get_singleton() {
return singleton;
}
String Marshalls::variant_to_base64(const Variant &p_var, bool p_full_objects) {
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int len;
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Error err = encode_variant(p_var, nullptr, len, p_full_objects);
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ERR_FAIL_COND_V_MSG(err != OK, "", "Error when trying to encode Variant.");
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Vector<uint8_t> buff;
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buff.resize(len);
uint8_t *w = buff.ptrw();
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err = encode_variant(p_var, &w[0], len, p_full_objects);
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ERR_FAIL_COND_V_MSG(err != OK, "", "Error when trying to encode Variant.");
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String ret = CryptoCore::b64_encode_str(&w[0], len);
ERR_FAIL_COND_V(ret.is_empty(), ret);
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return ret;
}
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Variant Marshalls::base64_to_variant(const String &p_str, bool p_allow_objects) {
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int strlen = p_str.length();
CharString cstr = p_str.ascii();
Vector<uint8_t> buf;
buf.resize(strlen / 4 * 3 + 1);
uint8_t *w = buf.ptrw();
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size_t len = 0;
ERR_FAIL_COND_V(CryptoCore::b64_decode(&w[0], buf.size(), &len, (unsigned char *)cstr.get_data(), strlen) != OK, Variant());
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Variant v;
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Error err = decode_variant(v, &w[0], len, nullptr, p_allow_objects);
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ERR_FAIL_COND_V_MSG(err != OK, Variant(), "Error when trying to decode Variant.");
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return v;
}
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String Marshalls::raw_to_base64(const Vector<uint8_t> &p_arr) {
String ret = CryptoCore::b64_encode_str(p_arr.ptr(), p_arr.size());
ERR_FAIL_COND_V(ret.is_empty(), ret);
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return ret;
}
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Vector<uint8_t> Marshalls::base64_to_raw(const String &p_str) {
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int strlen = p_str.length();
CharString cstr = p_str.ascii();
size_t arr_len = 0;
Vector<uint8_t> buf;
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{
buf.resize(strlen / 4 * 3 + 1);
uint8_t *w = buf.ptrw();
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ERR_FAIL_COND_V(CryptoCore::b64_decode(&w[0], buf.size(), &arr_len, (unsigned char *)cstr.get_data(), strlen) != OK, Vector<uint8_t>());
}
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buf.resize(arr_len);
return buf;
}
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String Marshalls::utf8_to_base64(const String &p_str) {
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CharString cstr = p_str.utf8();
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String ret = CryptoCore::b64_encode_str((unsigned char *)cstr.get_data(), cstr.length());
ERR_FAIL_COND_V(ret.is_empty(), ret);
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return ret;
}
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String Marshalls::base64_to_utf8(const String &p_str) {
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int strlen = p_str.length();
CharString cstr = p_str.ascii();
Vector<uint8_t> buf;
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buf.resize(strlen / 4 * 3 + 1 + 1);
uint8_t *w = buf.ptrw();
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size_t len = 0;
ERR_FAIL_COND_V(CryptoCore::b64_decode(&w[0], buf.size(), &len, (unsigned char *)cstr.get_data(), strlen) != OK, String());
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w[len] = 0;
String ret = String::utf8((char *)&w[0]);
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return ret;
}
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void Marshalls::_bind_methods() {
ClassDB::bind_method(D_METHOD("variant_to_base64", "variant", "full_objects"), &Marshalls::variant_to_base64, DEFVAL(false));
ClassDB::bind_method(D_METHOD("base64_to_variant", "base64_str", "allow_objects"), &Marshalls::base64_to_variant, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("raw_to_base64", "array"), &Marshalls::raw_to_base64);
ClassDB::bind_method(D_METHOD("base64_to_raw", "base64_str"), &Marshalls::base64_to_raw);
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ClassDB::bind_method(D_METHOD("utf8_to_base64", "utf8_str"), &Marshalls::utf8_to_base64);
ClassDB::bind_method(D_METHOD("base64_to_utf8", "base64_str"), &Marshalls::base64_to_utf8);
}
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////// Semaphore //////
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void Semaphore::wait() {
semaphore.wait();
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}
Error Semaphore::try_wait() {
return semaphore.try_wait() ? OK : ERR_BUSY;
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}
void Semaphore::post() {
semaphore.post();
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}
void Semaphore::_bind_methods() {
ClassDB::bind_method(D_METHOD("wait"), &Semaphore::wait);
ClassDB::bind_method(D_METHOD("try_wait"), &Semaphore::try_wait);
ClassDB::bind_method(D_METHOD("post"), &Semaphore::post);
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}
////// Mutex //////
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void Mutex::lock() {
mutex.lock();
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}
Error Mutex::try_lock() {
return mutex.try_lock();
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}
void Mutex::unlock() {
mutex.unlock();
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}
void Mutex::_bind_methods() {
ClassDB::bind_method(D_METHOD("lock"), &Mutex::lock);
ClassDB::bind_method(D_METHOD("try_lock"), &Mutex::try_lock);
ClassDB::bind_method(D_METHOD("unlock"), &Mutex::unlock);
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}
////// Thread //////
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void Thread::_start_func(void *ud) {
Ref<Thread> *tud = (Ref<Thread> *)ud;
Ref<Thread> t = *tud;
memdelete(tud);
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Object *target_instance = t->target_callable.get_object();
if (!target_instance) {
t->running.clear();
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ERR_FAIL_MSG(vformat("Could not call function '%s' on previously freed instance to start thread %s.", t->target_callable.get_method(), t->get_id()));
}
String func_name = t->target_callable.is_custom() ? t->target_callable.get_custom()->get_as_text() : String(t->target_callable.get_method());
::Thread::set_name(func_name);
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Callable::CallError ce;
t->target_callable.callp(nullptr, 0, t->ret, ce);
if (ce.error != Callable::CallError::CALL_OK) {
t->running.clear();
ERR_FAIL_MSG("Could not call function '" + func_name + "' to start thread " + t->get_id() + ": " + Variant::get_callable_error_text(t->target_callable, nullptr, 0, ce) + ".");
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}
t->running.clear();
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}
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Error Thread::start(const Callable &p_callable, Priority p_priority) {
ERR_FAIL_COND_V_MSG(is_started(), ERR_ALREADY_IN_USE, "Thread already started.");
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ERR_FAIL_COND_V(!p_callable.is_valid(), ERR_INVALID_PARAMETER);
ERR_FAIL_INDEX_V(p_priority, PRIORITY_MAX, ERR_INVALID_PARAMETER);
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ret = Variant();
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target_callable = p_callable;
running.set();
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Ref<Thread> *ud = memnew(Ref<Thread>(this));
::Thread::Settings s;
s.priority = (::Thread::Priority)p_priority;
thread.start(_start_func, ud, s);
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return OK;
}
String Thread::get_id() const {
return itos(thread.get_id());
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}
bool Thread::is_started() const {
return thread.is_started();
}
bool Thread::is_alive() const {
return running.is_set();
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}
Variant Thread::wait_to_finish() {
ERR_FAIL_COND_V_MSG(!is_started(), Variant(), "Thread must have been started to wait for its completion.");
thread.wait_to_finish();
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Variant r = ret;
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target_callable = Callable();
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return r;
}
void Thread::_bind_methods() {
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ClassDB::bind_method(D_METHOD("start", "callable", "priority"), &Thread::start, DEFVAL(PRIORITY_NORMAL));
ClassDB::bind_method(D_METHOD("get_id"), &Thread::get_id);
ClassDB::bind_method(D_METHOD("is_started"), &Thread::is_started);
ClassDB::bind_method(D_METHOD("is_alive"), &Thread::is_alive);
ClassDB::bind_method(D_METHOD("wait_to_finish"), &Thread::wait_to_finish);
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BIND_ENUM_CONSTANT(PRIORITY_LOW);
BIND_ENUM_CONSTANT(PRIORITY_NORMAL);
BIND_ENUM_CONSTANT(PRIORITY_HIGH);
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}
namespace special {
////// ClassDB //////
PackedStringArray ClassDB::get_class_list() const {
List<StringName> classes;
::ClassDB::get_class_list(&classes);
PackedStringArray ret;
ret.resize(classes.size());
int idx = 0;
for (const StringName &E : classes) {
ret.set(idx++, E);
}
return ret;
}
PackedStringArray ClassDB::get_inheriters_from_class(const StringName &p_class) const {
List<StringName> classes;
::ClassDB::get_inheriters_from_class(p_class, &classes);
PackedStringArray ret;
ret.resize(classes.size());
int idx = 0;
for (const StringName &E : classes) {
ret.set(idx++, E);
}
return ret;
}
StringName ClassDB::get_parent_class(const StringName &p_class) const {
return ::ClassDB::get_parent_class(p_class);
}
bool ClassDB::class_exists(const StringName &p_class) const {
return ::ClassDB::class_exists(p_class);
}
bool ClassDB::is_parent_class(const StringName &p_class, const StringName &p_inherits) const {
return ::ClassDB::is_parent_class(p_class, p_inherits);
}
bool ClassDB::can_instantiate(const StringName &p_class) const {
return ::ClassDB::can_instantiate(p_class);
}
Variant ClassDB::instantiate(const StringName &p_class) const {
Object *obj = ::ClassDB::instantiate(p_class);
if (!obj) {
return Variant();
}
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RefCounted *r = Object::cast_to<RefCounted>(obj);
if (r) {
return Ref<RefCounted>(r);
} else {
return obj;
}
}
bool ClassDB::has_signal(StringName p_class, StringName p_signal) const {
return ::ClassDB::has_signal(p_class, p_signal);
}
Dictionary ClassDB::get_signal(StringName p_class, StringName p_signal) const {
MethodInfo signal;
if (::ClassDB::get_signal(p_class, p_signal, &signal)) {
return signal.operator Dictionary();
} else {
return Dictionary();
}
}
TypedArray<Dictionary> ClassDB::get_signal_list(StringName p_class, bool p_no_inheritance) const {
List<MethodInfo> signals;
::ClassDB::get_signal_list(p_class, &signals, p_no_inheritance);
TypedArray<Dictionary> ret;
for (const MethodInfo &E : signals) {
ret.push_back(E.operator Dictionary());
}
return ret;
}
TypedArray<Dictionary> ClassDB::get_property_list(StringName p_class, bool p_no_inheritance) const {
List<PropertyInfo> plist;
::ClassDB::get_property_list(p_class, &plist, p_no_inheritance);
TypedArray<Dictionary> ret;
for (const PropertyInfo &E : plist) {
ret.push_back(E.operator Dictionary());
}
return ret;
}
Variant ClassDB::get_property(Object *p_object, const StringName &p_property) const {
Variant ret;
::ClassDB::get_property(p_object, p_property, ret);
return ret;
}
Error ClassDB::set_property(Object *p_object, const StringName &p_property, const Variant &p_value) const {
Variant ret;
bool valid;
if (!::ClassDB::set_property(p_object, p_property, p_value, &valid)) {
return ERR_UNAVAILABLE;
} else if (!valid) {
return ERR_INVALID_DATA;
}
return OK;
}
bool ClassDB::has_method(StringName p_class, StringName p_method, bool p_no_inheritance) const {
return ::ClassDB::has_method(p_class, p_method, p_no_inheritance);
}
TypedArray<Dictionary> ClassDB::get_method_list(StringName p_class, bool p_no_inheritance) const {
List<MethodInfo> methods;
::ClassDB::get_method_list(p_class, &methods, p_no_inheritance);
TypedArray<Dictionary> ret;
for (const MethodInfo &E : methods) {
#ifdef DEBUG_METHODS_ENABLED
ret.push_back(E.operator Dictionary());
#else
Dictionary dict;
dict["name"] = E.name;
ret.push_back(dict);
#endif
}
return ret;
}
PackedStringArray ClassDB::get_integer_constant_list(const StringName &p_class, bool p_no_inheritance) const {
List<String> constants;
::ClassDB::get_integer_constant_list(p_class, &constants, p_no_inheritance);
PackedStringArray ret;
ret.resize(constants.size());
int idx = 0;
for (const String &E : constants) {
ret.set(idx++, E);
}
return ret;
}
bool ClassDB::has_integer_constant(const StringName &p_class, const StringName &p_name) const {
bool success;
::ClassDB::get_integer_constant(p_class, p_name, &success);
return success;
}
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int64_t ClassDB::get_integer_constant(const StringName &p_class, const StringName &p_name) const {
bool found;
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int64_t c = ::ClassDB::get_integer_constant(p_class, p_name, &found);
ERR_FAIL_COND_V(!found, 0);
return c;
}
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bool ClassDB::has_enum(const StringName &p_class, const StringName &p_name, bool p_no_inheritance) const {
return ::ClassDB::has_enum(p_class, p_name, p_no_inheritance);
}
PackedStringArray ClassDB::get_enum_list(const StringName &p_class, bool p_no_inheritance) const {
List<StringName> enums;
::ClassDB::get_enum_list(p_class, &enums, p_no_inheritance);
PackedStringArray ret;
ret.resize(enums.size());
int idx = 0;
for (const StringName &E : enums) {
ret.set(idx++, E);
}
return ret;
}
PackedStringArray ClassDB::get_enum_constants(const StringName &p_class, const StringName &p_enum, bool p_no_inheritance) const {
List<StringName> constants;
::ClassDB::get_enum_constants(p_class, p_enum, &constants, p_no_inheritance);
PackedStringArray ret;
ret.resize(constants.size());
int idx = 0;
for (const StringName &E : constants) {
ret.set(idx++, E);
}
return ret;
}
StringName ClassDB::get_integer_constant_enum(const StringName &p_class, const StringName &p_name, bool p_no_inheritance) const {
return ::ClassDB::get_integer_constant_enum(p_class, p_name, p_no_inheritance);
}
bool ClassDB::is_class_enabled(StringName p_class) const {
return ::ClassDB::is_class_enabled(p_class);
}
void ClassDB::_bind_methods() {
::ClassDB::bind_method(D_METHOD("get_class_list"), &ClassDB::get_class_list);
::ClassDB::bind_method(D_METHOD("get_inheriters_from_class", "class"), &ClassDB::get_inheriters_from_class);
::ClassDB::bind_method(D_METHOD("get_parent_class", "class"), &ClassDB::get_parent_class);
::ClassDB::bind_method(D_METHOD("class_exists", "class"), &ClassDB::class_exists);
::ClassDB::bind_method(D_METHOD("is_parent_class", "class", "inherits"), &ClassDB::is_parent_class);
::ClassDB::bind_method(D_METHOD("can_instantiate", "class"), &ClassDB::can_instantiate);
::ClassDB::bind_method(D_METHOD("instantiate", "class"), &ClassDB::instantiate);
::ClassDB::bind_method(D_METHOD("class_has_signal", "class", "signal"), &ClassDB::has_signal);
::ClassDB::bind_method(D_METHOD("class_get_signal", "class", "signal"), &ClassDB::get_signal);
::ClassDB::bind_method(D_METHOD("class_get_signal_list", "class", "no_inheritance"), &ClassDB::get_signal_list, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_property_list", "class", "no_inheritance"), &ClassDB::get_property_list, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_property", "object", "property"), &ClassDB::get_property);
::ClassDB::bind_method(D_METHOD("class_set_property", "object", "property", "value"), &ClassDB::set_property);
::ClassDB::bind_method(D_METHOD("class_has_method", "class", "method", "no_inheritance"), &ClassDB::has_method, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_method_list", "class", "no_inheritance"), &ClassDB::get_method_list, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_integer_constant_list", "class", "no_inheritance"), &ClassDB::get_integer_constant_list, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_has_integer_constant", "class", "name"), &ClassDB::has_integer_constant);
::ClassDB::bind_method(D_METHOD("class_get_integer_constant", "class", "name"), &ClassDB::get_integer_constant);
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::ClassDB::bind_method(D_METHOD("class_has_enum", "class", "name", "no_inheritance"), &ClassDB::has_enum, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_enum_list", "class", "no_inheritance"), &ClassDB::get_enum_list, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_enum_constants", "class", "enum", "no_inheritance"), &ClassDB::get_enum_constants, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("class_get_integer_constant_enum", "class", "name", "no_inheritance"), &ClassDB::get_integer_constant_enum, DEFVAL(false));
::ClassDB::bind_method(D_METHOD("is_class_enabled", "class"), &ClassDB::is_class_enabled);
}
} // namespace special
////// Engine //////
void Engine::set_physics_ticks_per_second(int p_ips) {
::Engine::get_singleton()->set_physics_ticks_per_second(p_ips);
}
int Engine::get_physics_ticks_per_second() const {
return ::Engine::get_singleton()->get_physics_ticks_per_second();
}
void Engine::set_max_physics_steps_per_frame(int p_max_physics_steps) {
::Engine::get_singleton()->set_max_physics_steps_per_frame(p_max_physics_steps);
}
int Engine::get_max_physics_steps_per_frame() const {
return ::Engine::get_singleton()->get_max_physics_steps_per_frame();
}
void Engine::set_physics_jitter_fix(double p_threshold) {
::Engine::get_singleton()->set_physics_jitter_fix(p_threshold);
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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}
double Engine::get_physics_jitter_fix() const {
return ::Engine::get_singleton()->get_physics_jitter_fix();
Add hysteresis to physics timestep count per frame Add new class _TimerSync to manage timestep calculations. The new class handles the decisions about simulation progression previously handled by main::iteration(). It is fed the current timer ticks and determines how many physics updates are to be run and what the delta argument to the _process() functions should be. The new class tries to keep the number of physics updates per frame as constant as possible from frame to frame. Ideally, it would be N steps every render frame, but even with perfectly regular rendering, the general case is that N or N+1 steps are required per frame, for some fixed N. The best guess for N is stored in typical_physics_steps. When determining the number of steps to take, no restrictions are imposed between the choice of typical_physics_steps and typical_physics_steps+1 steps. Should more or less steps than that be required, the accumulated remaining time (as before, stored in time_accum) needs to surpass its boundaries by some minimal threshold. Once surpassed, typical_physics_steps is updated to allow the new step count for future updates. Care is taken that the modified calculation of the number of physics steps is not observable from game code that only checks the delta parameters to the _process and _physics_process functions; in addition to modifying the number of steps, the _process argument is modified as well to stay in expected bounds. Extra care is taken that the accumulated steps still sum up to roughly the real elapsed time, up to a maximum tolerated difference. To allow the hysteresis code to work correctly on higher refresh monitors, the number of typical physics steps is not only recorded and kept consistent for single render frames, but for groups of them. Currently, up to 12 frames are grouped that way. The engine parameter physics_jitter_fix controls both the maximum tolerated difference between wall clock time and summed up _process arguments and the threshold for changing typical_physics_steps. It is given in units of the real physics frame slice 1/physics_fps. Set physics_jitter_fix to 0 to disable the effects of the new code here. It starts to be effective against the random physics jitter at around 0.02 to 0.05. at values greater than 1 it starts having ill effects on the engine's ability to react sensibly to dropped frames and framerate changes.
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}
double Engine::get_physics_interpolation_fraction() const {
return ::Engine::get_singleton()->get_physics_interpolation_fraction();
}
void Engine::set_max_fps(int p_fps) {
::Engine::get_singleton()->set_max_fps(p_fps);
}
int Engine::get_max_fps() const {
return ::Engine::get_singleton()->get_max_fps();
}
double Engine::get_frames_per_second() const {
return ::Engine::get_singleton()->get_frames_per_second();
}
uint64_t Engine::get_physics_frames() const {
return ::Engine::get_singleton()->get_physics_frames();
}
uint64_t Engine::get_process_frames() const {
return ::Engine::get_singleton()->get_process_frames();
}
void Engine::set_time_scale(double p_scale) {
::Engine::get_singleton()->set_time_scale(p_scale);
}
double Engine::get_time_scale() {
return ::Engine::get_singleton()->get_time_scale();
}
int Engine::get_frames_drawn() {
return ::Engine::get_singleton()->get_frames_drawn();
}
MainLoop *Engine::get_main_loop() const {
// Needs to remain in OS, since it's actually OS that interacts with it, but it's better exposed here
return ::OS::get_singleton()->get_main_loop();
}
Dictionary Engine::get_version_info() const {
return ::Engine::get_singleton()->get_version_info();
}
Dictionary Engine::get_author_info() const {
return ::Engine::get_singleton()->get_author_info();
}
TypedArray<Dictionary> Engine::get_copyright_info() const {
return ::Engine::get_singleton()->get_copyright_info();
}
Dictionary Engine::get_donor_info() const {
return ::Engine::get_singleton()->get_donor_info();
}
Dictionary Engine::get_license_info() const {
return ::Engine::get_singleton()->get_license_info();
}
String Engine::get_license_text() const {
return ::Engine::get_singleton()->get_license_text();
}
String Engine::get_architecture_name() const {
return ::Engine::get_singleton()->get_architecture_name();
}
bool Engine::is_in_physics_frame() const {
return ::Engine::get_singleton()->is_in_physics_frame();
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}
bool Engine::has_singleton(const StringName &p_name) const {
return ::Engine::get_singleton()->has_singleton(p_name);
}
Object *Engine::get_singleton_object(const StringName &p_name) const {
return ::Engine::get_singleton()->get_singleton_object(p_name);
}
void Engine::register_singleton(const StringName &p_name, Object *p_object) {
ERR_FAIL_COND_MSG(has_singleton(p_name), "Singleton already registered: " + String(p_name));
ERR_FAIL_COND_MSG(!String(p_name).is_valid_identifier(), "Singleton name is not a valid identifier: " + p_name);
::Engine::Singleton s;
s.class_name = p_name;
s.name = p_name;
s.ptr = p_object;
s.user_created = true;
::Engine::get_singleton()->add_singleton(s);
}
void Engine::unregister_singleton(const StringName &p_name) {
ERR_FAIL_COND_MSG(!has_singleton(p_name), "Attempt to remove unregistered singleton: " + String(p_name));
ERR_FAIL_COND_MSG(!::Engine::get_singleton()->is_singleton_user_created(p_name), "Attempt to remove non-user created singleton: " + String(p_name));
::Engine::get_singleton()->remove_singleton(p_name);
}
Vector<String> Engine::get_singleton_list() const {
List<::Engine::Singleton> singletons;
::Engine::get_singleton()->get_singletons(&singletons);
Vector<String> ret;
for (List<::Engine::Singleton>::Element *E = singletons.front(); E; E = E->next()) {
ret.push_back(E->get().name);
}
return ret;
}
void Engine::register_script_language(ScriptLanguage *p_language) {
ScriptServer::register_language(p_language);
}
int Engine::get_script_language_count() {
return ScriptServer::get_language_count();
}
ScriptLanguage *Engine::get_script_language(int p_index) const {
return ScriptServer::get_language(p_index);
}
void Engine::set_editor_hint(bool p_enabled) {
::Engine::get_singleton()->set_editor_hint(p_enabled);
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}
bool Engine::is_editor_hint() const {
return ::Engine::get_singleton()->is_editor_hint();
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}
String Engine::get_write_movie_path() const {
return ::Engine::get_singleton()->get_write_movie_path();
}
void Engine::set_print_error_messages(bool p_enabled) {
::Engine::get_singleton()->set_print_error_messages(p_enabled);
}
bool Engine::is_printing_error_messages() const {
return ::Engine::get_singleton()->is_printing_error_messages();
}
void Engine::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_physics_ticks_per_second", "physics_ticks_per_second"), &Engine::set_physics_ticks_per_second);
ClassDB::bind_method(D_METHOD("get_physics_ticks_per_second"), &Engine::get_physics_ticks_per_second);
ClassDB::bind_method(D_METHOD("set_max_physics_steps_per_frame", "max_physics_steps"), &Engine::set_max_physics_steps_per_frame);
ClassDB::bind_method(D_METHOD("get_max_physics_steps_per_frame"), &Engine::get_max_physics_steps_per_frame);
ClassDB::bind_method(D_METHOD("set_physics_jitter_fix", "physics_jitter_fix"), &Engine::set_physics_jitter_fix);
ClassDB::bind_method(D_METHOD("get_physics_jitter_fix"), &Engine::get_physics_jitter_fix);
ClassDB::bind_method(D_METHOD("get_physics_interpolation_fraction"), &Engine::get_physics_interpolation_fraction);
ClassDB::bind_method(D_METHOD("set_max_fps", "max_fps"), &Engine::set_max_fps);
ClassDB::bind_method(D_METHOD("get_max_fps"), &Engine::get_max_fps);
ClassDB::bind_method(D_METHOD("set_time_scale", "time_scale"), &Engine::set_time_scale);
ClassDB::bind_method(D_METHOD("get_time_scale"), &Engine::get_time_scale);
ClassDB::bind_method(D_METHOD("get_frames_drawn"), &Engine::get_frames_drawn);
ClassDB::bind_method(D_METHOD("get_frames_per_second"), &Engine::get_frames_per_second);
ClassDB::bind_method(D_METHOD("get_physics_frames"), &Engine::get_physics_frames);
ClassDB::bind_method(D_METHOD("get_process_frames"), &Engine::get_process_frames);
ClassDB::bind_method(D_METHOD("get_main_loop"), &Engine::get_main_loop);
ClassDB::bind_method(D_METHOD("get_version_info"), &Engine::get_version_info);
ClassDB::bind_method(D_METHOD("get_author_info"), &Engine::get_author_info);
ClassDB::bind_method(D_METHOD("get_copyright_info"), &Engine::get_copyright_info);
ClassDB::bind_method(D_METHOD("get_donor_info"), &Engine::get_donor_info);
ClassDB::bind_method(D_METHOD("get_license_info"), &Engine::get_license_info);
ClassDB::bind_method(D_METHOD("get_license_text"), &Engine::get_license_text);
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ClassDB::bind_method(D_METHOD("get_architecture_name"), &Engine::get_architecture_name);
ClassDB::bind_method(D_METHOD("is_in_physics_frame"), &Engine::is_in_physics_frame);
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ClassDB::bind_method(D_METHOD("has_singleton", "name"), &Engine::has_singleton);
ClassDB::bind_method(D_METHOD("get_singleton", "name"), &Engine::get_singleton_object);
ClassDB::bind_method(D_METHOD("register_singleton", "name", "instance"), &Engine::register_singleton);
ClassDB::bind_method(D_METHOD("unregister_singleton", "name"), &Engine::unregister_singleton);
ClassDB::bind_method(D_METHOD("get_singleton_list"), &Engine::get_singleton_list);
ClassDB::bind_method(D_METHOD("register_script_language", "language"), &Engine::register_script_language);
ClassDB::bind_method(D_METHOD("get_script_language_count"), &Engine::get_script_language_count);
ClassDB::bind_method(D_METHOD("get_script_language", "index"), &Engine::get_script_language);
ClassDB::bind_method(D_METHOD("is_editor_hint"), &Engine::is_editor_hint);
ClassDB::bind_method(D_METHOD("get_write_movie_path"), &Engine::get_write_movie_path);
ClassDB::bind_method(D_METHOD("set_print_error_messages", "enabled"), &Engine::set_print_error_messages);
ClassDB::bind_method(D_METHOD("is_printing_error_messages"), &Engine::is_printing_error_messages);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "print_error_messages"), "set_print_error_messages", "is_printing_error_messages");
ADD_PROPERTY(PropertyInfo(Variant::INT, "physics_ticks_per_second"), "set_physics_ticks_per_second", "get_physics_ticks_per_second");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_physics_steps_per_frame"), "set_max_physics_steps_per_frame", "get_max_physics_steps_per_frame");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_fps"), "set_max_fps", "get_max_fps");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_scale"), "set_time_scale", "get_time_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "physics_jitter_fix"), "set_physics_jitter_fix", "get_physics_jitter_fix");
}
Engine *Engine::singleton = nullptr;
////// EngineDebugger //////
bool EngineDebugger::is_active() {
return ::EngineDebugger::is_active();
}
void EngineDebugger::register_profiler(const StringName &p_name, Ref<EngineProfiler> p_profiler) {
ERR_FAIL_COND(p_profiler.is_null());
ERR_FAIL_COND_MSG(p_profiler->is_bound(), "Profiler already registered.");
ERR_FAIL_COND_MSG(profilers.has(p_name) || has_profiler(p_name), "Profiler name already in use: " + p_name);
Error err = p_profiler->bind(p_name);
ERR_FAIL_COND_MSG(err != OK, "Profiler failed to register with error: " + itos(err));
profilers.insert(p_name, p_profiler);
}
void EngineDebugger::unregister_profiler(const StringName &p_name) {
ERR_FAIL_COND_MSG(!profilers.has(p_name), "Profiler not registered: " + p_name);
profilers[p_name]->unbind();
profilers.erase(p_name);
}
bool EngineDebugger::is_profiling(const StringName &p_name) {
return ::EngineDebugger::is_profiling(p_name);
}
bool EngineDebugger::has_profiler(const StringName &p_name) {
return ::EngineDebugger::has_profiler(p_name);
}
void EngineDebugger::profiler_add_frame_data(const StringName &p_name, const Array &p_data) {
::EngineDebugger::profiler_add_frame_data(p_name, p_data);
}
void EngineDebugger::profiler_enable(const StringName &p_name, bool p_enabled, const Array &p_opts) {
if (::EngineDebugger::get_singleton()) {
::EngineDebugger::get_singleton()->profiler_enable(p_name, p_enabled, p_opts);
}
}
void EngineDebugger::register_message_capture(const StringName &p_name, const Callable &p_callable) {
ERR_FAIL_COND_MSG(captures.has(p_name) || has_capture(p_name), "Capture already registered: " + p_name);
captures.insert(p_name, p_callable);
Callable &c = captures[p_name];
::EngineDebugger::Capture capture(&c, &EngineDebugger::call_capture);
::EngineDebugger::register_message_capture(p_name, capture);
}
void EngineDebugger::unregister_message_capture(const StringName &p_name) {
ERR_FAIL_COND_MSG(!captures.has(p_name), "Capture not registered: " + p_name);
::EngineDebugger::unregister_message_capture(p_name);
captures.erase(p_name);
}
bool EngineDebugger::has_capture(const StringName &p_name) {
return ::EngineDebugger::has_capture(p_name);
}
void EngineDebugger::send_message(const String &p_msg, const Array &p_data) {
ERR_FAIL_COND_MSG(!::EngineDebugger::is_active(), "Can't send message. No active debugger");
::EngineDebugger::get_singleton()->send_message(p_msg, p_data);
}
Error EngineDebugger::call_capture(void *p_user, const String &p_cmd, const Array &p_data, bool &r_captured) {
Callable &capture = *(Callable *)p_user;
if (capture.is_null()) {
return FAILED;
}
Variant cmd = p_cmd, data = p_data;
const Variant *args[2] = { &cmd, &data };
Variant retval;
Callable::CallError err;
capture.callp(args, 2, retval, err);
ERR_FAIL_COND_V_MSG(err.error != Callable::CallError::CALL_OK, FAILED, "Error calling 'capture' to callable: " + Variant::get_callable_error_text(capture, args, 2, err));
ERR_FAIL_COND_V_MSG(retval.get_type() != Variant::BOOL, FAILED, "Error calling 'capture' to callable: " + String(capture) + ". Return type is not bool.");
r_captured = retval;
return OK;
}
EngineDebugger::~EngineDebugger() {
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for (const KeyValue<StringName, Callable> &E : captures) {
::EngineDebugger::unregister_message_capture(E.key);
}
captures.clear();
}
EngineDebugger *EngineDebugger::singleton = nullptr;
void EngineDebugger::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_active"), &EngineDebugger::is_active);
ClassDB::bind_method(D_METHOD("register_profiler", "name", "profiler"), &EngineDebugger::register_profiler);
ClassDB::bind_method(D_METHOD("unregister_profiler", "name"), &EngineDebugger::unregister_profiler);
ClassDB::bind_method(D_METHOD("is_profiling", "name"), &EngineDebugger::is_profiling);
ClassDB::bind_method(D_METHOD("has_profiler", "name"), &EngineDebugger::has_profiler);
ClassDB::bind_method(D_METHOD("profiler_add_frame_data", "name", "data"), &EngineDebugger::profiler_add_frame_data);
ClassDB::bind_method(D_METHOD("profiler_enable", "name", "enable", "arguments"), &EngineDebugger::profiler_enable, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("register_message_capture", "name", "callable"), &EngineDebugger::register_message_capture);
ClassDB::bind_method(D_METHOD("unregister_message_capture", "name"), &EngineDebugger::unregister_message_capture);
ClassDB::bind_method(D_METHOD("has_capture", "name"), &EngineDebugger::has_capture);
ClassDB::bind_method(D_METHOD("send_message", "message", "data"), &EngineDebugger::send_message);
}
} // namespace core_bind