Merge pull request #51591 from Calinou/call-group-default-immediate
Make `{call,set,notify}_group()` immediate by default
This commit is contained in:
commit
b6983eeccf
9 changed files with 37 additions and 32 deletions
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@ -18,9 +18,9 @@
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<argument index="0" name="group" type="StringName" />
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<argument index="1" name="method" type="StringName" />
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<description>
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Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call. This method is equivalent of calling [method call_group_flags] with [constant GROUP_CALL_DEFAULT] flag.
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Calls [code]method[/code] on each member of the given group. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
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[b]Note:[/b] Due to design limitations, [method call_group] will fail silently if one of the arguments is [code]null[/code].
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[b]Note:[/b] [method call_group] will always call methods with an one-frame delay, in a way similar to [method Object.call_deferred]. To call methods immediately, use [method call_group_flags] with the [constant GROUP_CALL_REALTIME] flag.
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[b]Note:[/b] [method call_group] will call methods immediately on all members at once, which can cause stuttering if an expensive method is called on lots of members. To wait for one frame after [method call_group] was called, use [method call_group_flags] with the [constant GROUP_CALL_DEFERRED] flag.
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</description>
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</method>
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<method name="call_group_flags" qualifiers="vararg">
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@ -30,11 +30,12 @@
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<argument index="2" name="method" type="StringName" />
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<description>
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Calls [code]method[/code] on each member of the given group, respecting the given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] by specifying them at the end of the method call.
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[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail silently if one of the arguments is [code]null[/code].
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[codeblock]
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# Call the method immediately and in reverse order.
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get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree.GROUP_CALL_REVERSE, "bases", "destroy")
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# Call the method in a deferred manner and in reverse order.
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get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree.GROUP_CALL_REVERSE)
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[/codeblock]
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[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail silently if one of the arguments is [code]null[/code].
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[b]Note:[/b] Group call flags are used to control the method calling behavior. By default, methods will be called immediately in a way similar to [method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, methods will be called with a one-frame delay in a way similar to [method Object.set_deferred].
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</description>
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</method>
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<method name="change_scene">
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@ -139,6 +140,7 @@
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<argument index="1" name="notification" type="int" />
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<description>
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Sends the given notification to all members of the [code]group[/code].
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[b]Note:[/b] [method notify_group] will immediately notify all members at once, which can cause stuttering if an expensive method is called as a result of sending the notification lots of members. To wait for one frame, use [method notify_group_flags] with the [constant GROUP_CALL_DEFERRED] flag.
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</description>
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</method>
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<method name="notify_group_flags">
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@ -148,6 +150,7 @@
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<argument index="2" name="notification" type="int" />
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<description>
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Sends the given notification to all members of the [code]group[/code], respecting the given [enum GroupCallFlags].
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[b]Note:[/b] Group call flags are used to control the notification sending behavior. By default, notifications will be sent immediately in a way similar to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, notifications will be sent with a one-frame delay in a way similar to using [code]Object.call_deferred("notification", ...)[/code].
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</description>
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</method>
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<method name="queue_delete">
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@ -189,6 +192,7 @@
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<argument index="2" name="value" type="Variant" />
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<description>
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Sets the given [code]property[/code] to [code]value[/code] on all members of the given group.
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[b]Note:[/b] [method set_group] will set the property immediately on all members at once, which can cause stuttering if a property with an expensive setter is set on lots of members. To wait for one frame, use [method set_group_flags] with the [constant GROUP_CALL_DEFERRED] flag.
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</description>
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</method>
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<method name="set_group_flags">
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@ -199,6 +203,7 @@
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<argument index="3" name="value" type="Variant" />
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<description>
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Sets the given [code]property[/code] to [code]value[/code] on all members of the given group, respecting the given [enum GroupCallFlags].
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[b]Note:[/b] Group call flags are used to control the property setting behavior. By default, properties will be set immediately in a way similar to [method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is present in the [code]flags[/code] argument, properties will be set with a one-frame delay in a way similar to [method Object.call_deferred].
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</description>
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</method>
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<method name="set_multiplayer">
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@ -297,8 +302,8 @@
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<constant name="GROUP_CALL_REVERSE" value="1" enum="GroupCallFlags">
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Call a group in reverse scene order.
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</constant>
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<constant name="GROUP_CALL_REALTIME" value="2" enum="GroupCallFlags">
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Call a group immediately (calls are normally made on idle).
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<constant name="GROUP_CALL_DEFERRED" value="2" enum="GroupCallFlags">
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Call a group with a one-frame delay (idle frame, not physics).
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</constant>
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<constant name="GROUP_CALL_UNIQUE" value="4" enum="GroupCallFlags">
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Call a group only once even if the call is executed many times.
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@ -57,7 +57,7 @@ void Camera2D::_update_scroll() {
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Size2 screen_size = _get_camera_screen_size();
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Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5) : Point2());
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_camera_moved", xform, screen_offset);
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get_tree()->call_group(group_name, "_camera_moved", xform, screen_offset);
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};
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}
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@ -421,7 +421,7 @@ bool Camera2D::is_current() const {
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void Camera2D::make_current() {
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if (is_inside_tree()) {
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", this);
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get_tree()->call_group(group_name, "_make_current", this);
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} else {
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current = true;
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}
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@ -430,7 +430,7 @@ void Camera2D::make_current() {
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void Camera2D::clear_current() {
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if (is_inside_tree()) {
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", (Object *)nullptr);
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get_tree()->call_group(group_name, "_make_current", (Object *)nullptr);
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} else {
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current = false;
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}
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@ -217,8 +217,6 @@ void Camera3D::make_current() {
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}
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get_viewport()->_camera_3d_set(this);
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//get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this);
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}
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void Camera3D::clear_current(bool p_enable_next) {
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@ -71,7 +71,7 @@ void WorldEnvironment::_update_current_environment() {
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} else {
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get_viewport()->find_world_3d()->set_environment(Ref<Environment>());
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}
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get_tree()->call_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
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}
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void WorldEnvironment::_update_current_camera_effects() {
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@ -82,7 +82,7 @@ void WorldEnvironment::_update_current_camera_effects() {
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get_viewport()->find_world_3d()->set_camera_effects(Ref<CameraEffects>());
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}
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get_tree()->call_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
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}
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void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) {
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@ -181,7 +181,7 @@ void SceneTree::_flush_ugc() {
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argptrs[i] = &E->get()[i];
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}
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call_group_flagsp(GROUP_CALL_REALTIME, E->key().group, E->key().call, argptrs, E->get().size());
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call_group_flagsp(GROUP_CALL_DEFAULT, E->key().group, E->key().call, argptrs, E->get().size());
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unique_group_calls.erase(E);
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}
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@ -220,7 +220,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
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return;
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}
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if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
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if (p_call_flags & GROUP_CALL_UNIQUE && p_call_flags & GROUP_CALL_DEFERRED) {
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ERR_FAIL_COND(ugc_locked);
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UGCall ug;
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@ -254,7 +254,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
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Callable::CallError ce;
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nodes[i]->callp(p_function, p_args, p_argcount, ce);
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} else {
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@ -268,7 +268,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
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Callable::CallError ce;
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nodes[i]->callp(p_function, p_args, p_argcount, ce);
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} else {
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@ -307,7 +307,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
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nodes[i]->notification(p_notification);
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} else {
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MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
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@ -320,7 +320,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
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nodes[i]->notification(p_notification);
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} else {
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MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
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@ -358,7 +358,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
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nodes[i]->set(p_name, p_value);
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} else {
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MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
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@ -371,7 +371,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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if (!(p_call_flags & GROUP_CALL_DEFERRED)) {
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nodes[i]->set(p_name, p_value);
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} else {
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MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
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@ -390,7 +390,7 @@ void SceneTree::notify_group(const StringName &p_group, int p_notification) {
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}
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void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
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set_group_flags(0, p_group, p_name, p_value);
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set_group_flags(GROUP_CALL_DEFAULT, p_group, p_name, p_value);
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}
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void SceneTree::initialize() {
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@ -413,7 +413,7 @@ bool SceneTree::physics_process(double p_time) {
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emit_signal(SNAME("physics_frame"));
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_notify_group_pause(SNAME("physics_process_internal"), Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
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call_group_flags(GROUP_CALL_REALTIME, SNAME("_picking_viewports"), SNAME("_process_picking"));
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call_group(SNAME("_picking_viewports"), SNAME("_process_picking"));
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_notify_group_pause(SNAME("physics_process"), Node::NOTIFICATION_PHYSICS_PROCESS);
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_flush_ugc();
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MessageQueue::get_singleton()->flush(); //small little hack
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@ -944,7 +944,7 @@ void SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable::Ca
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StringName group = *p_args[0];
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StringName method = *p_args[1];
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call_group_flagsp(0, group, method, p_args + 2, p_argcount - 2);
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call_group_flagsp(GROUP_CALL_DEFAULT, group, method, p_args + 2, p_argcount - 2);
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}
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int64_t SceneTree::get_frame() const {
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@ -1277,7 +1277,7 @@ void SceneTree::_bind_methods() {
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BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
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BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
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BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
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BIND_ENUM_CONSTANT(GROUP_CALL_DEFERRED);
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BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
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}
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@ -151,7 +151,6 @@ private:
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int collision_debug_contacts;
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void _change_scene(Node *p_to);
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//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
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List<Ref<SceneTreeTimer>> timers;
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List<Ref<Tween>> tweens;
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@ -225,7 +224,7 @@ public:
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enum GroupCallFlags {
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GROUP_CALL_DEFAULT = 0,
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GROUP_CALL_REVERSE = 1,
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GROUP_CALL_REALTIME = 2,
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GROUP_CALL_DEFERRED = 2,
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GROUP_CALL_UNIQUE = 4,
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};
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@ -235,17 +234,20 @@ public:
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void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
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void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
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// `notify_group()` is immediate by default since Godot 4.0.
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void notify_group(const StringName &p_group, int p_notification);
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// `set_group()` is immediate by default since Godot 4.0.
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void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
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template <typename... VarArgs>
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// `call_group()` is immediate by default since Godot 4.0.
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void call_group(const StringName &p_group, const StringName &p_function, VarArgs... p_args) {
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Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
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const Variant *argptrs[sizeof...(p_args) + 1];
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for (uint32_t i = 0; i < sizeof...(p_args); i++) {
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argptrs[i] = &args[i];
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}
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call_group_flagsp(0, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
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call_group_flagsp(GROUP_CALL_DEFAULT, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
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}
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template <typename... VarArgs>
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@ -267,7 +267,7 @@ void ShaderGlobalsOverride::_notification(int p_what) {
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remove_from_group(SceneStringNames::get_singleton()->shader_overrides_group_active);
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remove_from_group(SceneStringNames::get_singleton()->shader_overrides_group);
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get_tree()->call_group(SceneStringNames::get_singleton()->shader_overrides_group, "_activate"); //another may want to activate when this is removed
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->shader_overrides_group, "_activate"); //another may want to activate when this is removed
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active = false;
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} break;
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}
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@ -2186,7 +2186,7 @@ void Viewport::_gui_control_grab_focus(Control *p_control) {
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// No need for change.
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return;
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}
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get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, "_viewports", "_gui_remove_focus_for_window", (Node *)get_base_window());
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get_tree()->call_group("_viewports", "_gui_remove_focus_for_window", (Node *)get_base_window());
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gui.key_focus = p_control;
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emit_signal(SNAME("gui_focus_changed"), p_control);
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p_control->notification(Control::NOTIFICATION_FOCUS_ENTER);
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@ -84,7 +84,7 @@ void Material::inspect_native_shader_code() {
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SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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RID shader = get_shader_rid();
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if (st && shader.is_valid()) {
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st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader);
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st->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_native_shader_source_visualizer", "_inspect_shader", shader);
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}
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}
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