/**************************************************************************/ /* portal_gameplay_monitor.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef PORTAL_GAMEPLAY_MONITOR_H #define PORTAL_GAMEPLAY_MONITOR_H #include "core/local_vector.h" #include "servers/visual_server_callbacks.h" #include class PortalRenderer; struct VSRoom; class PortalGameplayMonitor { public: PortalGameplayMonitor(); void unload(PortalRenderer &p_portal_renderer); // entering and exiting gameplay notifications (requires PVS) void update_gameplay(PortalRenderer &p_portal_renderer, const int *p_source_room_ids, int p_num_source_rooms); void set_params(bool p_use_secondary_pvs, bool p_use_signals); private: void _update_gameplay_room(PortalRenderer &p_portal_renderer, int p_room_id, bool p_source_rooms_changed); bool _source_rooms_changed(const int *p_source_room_ids, int p_num_source_rooms); void _swap(bool p_source_rooms_changed); // gameplay ticks happen every physics tick uint32_t _gameplay_tick = 1; // Room ticks only happen when the rooms the cameras are within change. // This is an optimization. This tick needs to be maintained separately from _gameplay_tick // because testing against the previous tick is used to determine whether to send enter or exit // gameplay notifications, and this must be synchronized differently for rooms, roomgroups and static ghosts. uint32_t _room_tick = 1; // we need two version, current and previous LocalVector _active_moving_pool_ids[2]; LocalVector *_active_moving_pool_ids_curr; LocalVector *_active_moving_pool_ids_prev; LocalVector _active_rghost_pool_ids[2]; LocalVector *_active_rghost_pool_ids_curr; LocalVector *_active_rghost_pool_ids_prev; LocalVector _active_room_ids[2]; LocalVector *_active_room_ids_curr; LocalVector *_active_room_ids_prev; LocalVector _active_roomgroup_ids[2]; LocalVector *_active_roomgroup_ids_curr; LocalVector *_active_roomgroup_ids_prev; LocalVector _active_sghost_ids[2]; LocalVector *_active_sghost_ids_curr; LocalVector *_active_sghost_ids_prev; LocalVector _source_rooms_prev; VisualServerCallbacks::CallbackType _enter_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_ENTER_GAMEPLAY; VisualServerCallbacks::CallbackType _exit_callback_type = VisualServerCallbacks::CALLBACK_NOTIFICATION_EXIT_GAMEPLAY; bool _use_secondary_pvs = false; bool _use_signals = false; }; #endif // PORTAL_GAMEPLAY_MONITOR_H