virtualx-engine/scene/main/scene_tree.h
Fabio Alessandrelli 5081ced57f Use MultiplayerAPI class for high level networking
Remove networking related logic from Node and SceneTree.
SceneTree now simply relay all networking related stuff to
MultiplayerAPI for compatibility
2018-03-03 18:34:22 +01:00

437 lines
16 KiB
C++

/*************************************************************************/
/* scene_tree.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef SCENE_MAIN_LOOP_H
#define SCENE_MAIN_LOOP_H
#include "io/multiplayer_api.h"
#include "os/main_loop.h"
#include "os/thread_safe.h"
#include "scene/resources/mesh.h"
#include "scene/resources/world.h"
#include "scene/resources/world_2d.h"
#include "self_list.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SceneTree;
class PackedScene;
class Node;
class Viewport;
class Material;
class Mesh;
class SceneTreeTimer : public Reference {
GDCLASS(SceneTreeTimer, Reference);
float time_left;
bool process_pause;
protected:
static void _bind_methods();
public:
void set_time_left(float p_time);
float get_time_left() const;
void set_pause_mode_process(bool p_pause_mode_process);
bool is_pause_mode_process();
SceneTreeTimer();
};
class SceneTree : public MainLoop {
_THREAD_SAFE_CLASS_
GDCLASS(SceneTree, MainLoop);
public:
typedef void (*IdleCallback)();
enum StretchMode {
STRETCH_MODE_DISABLED,
STRETCH_MODE_2D,
STRETCH_MODE_VIEWPORT,
};
enum StretchAspect {
STRETCH_ASPECT_IGNORE,
STRETCH_ASPECT_KEEP,
STRETCH_ASPECT_KEEP_WIDTH,
STRETCH_ASPECT_KEEP_HEIGHT,
STRETCH_ASPECT_EXPAND,
};
private:
struct Group {
Vector<Node *> nodes;
//uint64_t last_tree_version;
bool changed;
Group() { changed = false; };
};
Viewport *root;
uint64_t tree_version;
float physics_process_time;
float idle_process_time;
bool accept_quit;
bool quit_on_go_back;
#ifdef DEBUG_ENABLED
bool debug_collisions_hint;
bool debug_navigation_hint;
#endif
bool pause;
int root_lock;
Map<StringName, Group> group_map;
bool _quit;
bool initialized;
bool input_handled;
Size2 last_screen_size;
StringName tree_changed_name;
StringName node_added_name;
StringName node_removed_name;
bool use_font_oversampling;
int64_t current_frame;
int64_t current_event;
int node_count;
#ifdef TOOLS_ENABLED
Node *edited_scene_root;
#endif
struct UGCall {
StringName group;
StringName call;
bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
};
//safety for when a node is deleted while a group is being called
int call_lock;
Set<Node *> call_skip; //skip erased nodes
StretchMode stretch_mode;
StretchAspect stretch_aspect;
Size2i stretch_min;
real_t stretch_shrink;
void _update_root_rect();
List<ObjectID> delete_queue;
Map<UGCall, Vector<Variant> > unique_group_calls;
bool ugc_locked;
void _flush_ugc();
_FORCE_INLINE_ void _update_group_order(Group &g);
void _update_listener();
Array _get_nodes_in_group(const StringName &p_group);
Node *current_scene;
Color debug_collisions_color;
Color debug_collision_contact_color;
Color debug_navigation_color;
Color debug_navigation_disabled_color;
Ref<ArrayMesh> debug_contact_mesh;
Ref<Material> navigation_material;
Ref<Material> navigation_disabled_material;
Ref<Material> collision_material;
int collision_debug_contacts;
void _change_scene(Node *p_to);
//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
List<Ref<SceneTreeTimer> > timers;
///network///
Ref<MultiplayerAPI> multiplayer_api;
void _network_peer_connected(int p_id);
void _network_peer_disconnected(int p_id);
void _connected_to_server();
void _connection_failed();
void _server_disconnected();
static SceneTree *singleton;
friend class Node;
void tree_changed();
void node_added(Node *p_node);
void node_removed(Node *p_node);
Group *add_to_group(const StringName &p_group, Node *p_node);
void remove_from_group(const StringName &p_group, Node *p_node);
void _notify_group_pause(const StringName &p_group, int p_notification);
void _call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input);
Variant _call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
Variant _call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
static void _debugger_request_tree(void *self);
void _flush_delete_queue();
//optimization
friend class CanvasItem;
friend class Spatial;
friend class Viewport;
SelfList<Node>::List xform_change_list;
#ifdef DEBUG_ENABLED
Map<int, NodePath> live_edit_node_path_cache;
Map<int, String> live_edit_resource_cache;
NodePath live_edit_root;
String live_edit_scene;
Map<String, Set<Node *> > live_scene_edit_cache;
Map<Node *, Map<ObjectID, Node *> > live_edit_remove_list;
ScriptDebugger::LiveEditFuncs live_edit_funcs;
void _live_edit_node_path_func(const NodePath &p_path, int p_id);
void _live_edit_res_path_func(const String &p_path, int p_id);
void _live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
void _live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
void _live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
void _live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
void _live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
void _live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
void _live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from);
void _live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name);
void _live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name);
void _live_edit_remove_node_func(const NodePath &p_at);
void _live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id);
void _live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos);
void _live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name);
void _live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
static void _live_edit_node_path_funcs(void *self, const NodePath &p_path, int p_id) { reinterpret_cast<SceneTree *>(self)->_live_edit_node_path_func(p_path, p_id); }
static void _live_edit_res_path_funcs(void *self, const String &p_path, int p_id) { reinterpret_cast<SceneTree *>(self)->_live_edit_res_path_func(p_path, p_id); }
static void _live_edit_node_set_funcs(void *self, int p_id, const StringName &p_prop, const Variant &p_value) { reinterpret_cast<SceneTree *>(self)->_live_edit_node_set_func(p_id, p_prop, p_value); }
static void _live_edit_node_set_res_funcs(void *self, int p_id, const StringName &p_prop, const String &p_value) { reinterpret_cast<SceneTree *>(self)->_live_edit_node_set_res_func(p_id, p_prop, p_value); }
static void _live_edit_node_call_funcs(void *self, int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree *>(self)->_live_edit_node_call_func(p_id, p_method, VARIANT_ARG_PASS); }
static void _live_edit_res_set_funcs(void *self, int p_id, const StringName &p_prop, const Variant &p_value) { reinterpret_cast<SceneTree *>(self)->_live_edit_res_set_func(p_id, p_prop, p_value); }
static void _live_edit_res_set_res_funcs(void *self, int p_id, const StringName &p_prop, const String &p_value) { reinterpret_cast<SceneTree *>(self)->_live_edit_res_set_res_func(p_id, p_prop, p_value); }
static void _live_edit_res_call_funcs(void *self, int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree *>(self)->_live_edit_res_call_func(p_id, p_method, VARIANT_ARG_PASS); }
static void _live_edit_root_funcs(void *self, const NodePath &p_scene_path, const String &p_scene_from) { reinterpret_cast<SceneTree *>(self)->_live_edit_root_func(p_scene_path, p_scene_from); }
static void _live_edit_create_node_funcs(void *self, const NodePath &p_parent, const String &p_type, const String &p_name) { reinterpret_cast<SceneTree *>(self)->_live_edit_create_node_func(p_parent, p_type, p_name); }
static void _live_edit_instance_node_funcs(void *self, const NodePath &p_parent, const String &p_path, const String &p_name) { reinterpret_cast<SceneTree *>(self)->_live_edit_instance_node_func(p_parent, p_path, p_name); }
static void _live_edit_remove_node_funcs(void *self, const NodePath &p_at) { reinterpret_cast<SceneTree *>(self)->_live_edit_remove_node_func(p_at); }
static void _live_edit_remove_and_keep_node_funcs(void *self, const NodePath &p_at, ObjectID p_keep_id) { reinterpret_cast<SceneTree *>(self)->_live_edit_remove_and_keep_node_func(p_at, p_keep_id); }
static void _live_edit_restore_node_funcs(void *self, ObjectID p_id, const NodePath &p_at, int p_at_pos) { reinterpret_cast<SceneTree *>(self)->_live_edit_restore_node_func(p_id, p_at, p_at_pos); }
static void _live_edit_duplicate_node_funcs(void *self, const NodePath &p_at, const String &p_new_name) { reinterpret_cast<SceneTree *>(self)->_live_edit_duplicate_node_func(p_at, p_new_name); }
static void _live_edit_reparent_node_funcs(void *self, const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) { reinterpret_cast<SceneTree *>(self)->_live_edit_reparent_node_func(p_at, p_new_place, p_new_name, p_at_pos); }
#endif
enum {
MAX_IDLE_CALLBACKS = 256
};
static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
static int idle_callback_count;
void _call_idle_callbacks();
protected:
void _notification(int p_notification);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = 29
};
enum GroupCallFlags {
GROUP_CALL_DEFAULT = 0,
GROUP_CALL_REVERSE = 1,
GROUP_CALL_REALTIME = 2,
GROUP_CALL_UNIQUE = 4,
GROUP_CALL_MULTILEVEL = 8,
};
_FORCE_INLINE_ Viewport *get_root() const { return root; }
void call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
void call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
void notify_group(const StringName &p_group, int p_notification);
void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
void flush_transform_notifications();
virtual void input_text(const String &p_text);
virtual void input_event(const Ref<InputEvent> &p_event);
virtual void init();
virtual bool iteration(float p_time);
virtual bool idle(float p_time);
virtual void finish();
void set_auto_accept_quit(bool p_enable);
void set_quit_on_go_back(bool p_enable);
void quit();
void set_input_as_handled();
bool is_input_handled();
_FORCE_INLINE_ float get_physics_process_time() const { return physics_process_time; }
_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }
#ifdef TOOLS_ENABLED
bool is_node_being_edited(const Node *p_node) const;
#else
bool is_node_being_edited(const Node *p_node) const { return false; }
#endif
void set_pause(bool p_enabled);
bool is_paused() const;
void set_camera(const RID &p_camera);
RID get_camera() const;
#ifdef DEBUG_ENABLED
void set_debug_collisions_hint(bool p_enabled);
bool is_debugging_collisions_hint() const;
void set_debug_navigation_hint(bool p_enabled);
bool is_debugging_navigation_hint() const;
#else
void set_debug_collisions_hint(bool p_enabled) {}
bool is_debugging_collisions_hint() const { return false; }
void set_debug_navigation_hint(bool p_enabled) {}
bool is_debugging_navigation_hint() const { return false; }
#endif
void set_debug_collisions_color(const Color &p_color);
Color get_debug_collisions_color() const;
void set_debug_collision_contact_color(const Color &p_color);
Color get_debug_collision_contact_color() const;
void set_debug_navigation_color(const Color &p_color);
Color get_debug_navigation_color() const;
void set_debug_navigation_disabled_color(const Color &p_color);
Color get_debug_navigation_disabled_color() const;
Ref<Material> get_debug_navigation_material();
Ref<Material> get_debug_navigation_disabled_material();
Ref<Material> get_debug_collision_material();
Ref<ArrayMesh> get_debug_contact_mesh();
int get_collision_debug_contact_count() { return collision_debug_contacts; }
int64_t get_frame() const;
int64_t get_event_count() const;
int get_node_count() const;
void queue_delete(Object *p_object);
void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
bool has_group(const StringName &p_identifier) const;
void set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize, real_t p_shrink = 1);
void set_use_font_oversampling(bool p_oversampling);
bool is_using_font_oversampling() const;
//void change_scene(const String& p_path);
//Node *get_loaded_scene();
#ifdef TOOLS_ENABLED
void set_edited_scene_root(Node *p_node);
Node *get_edited_scene_root() const;
#endif
void set_current_scene(Node *p_scene);
Node *get_current_scene() const;
Error change_scene(const String &p_path);
Error change_scene_to(const Ref<PackedScene> &p_scene);
Error reload_current_scene();
Ref<SceneTreeTimer> create_timer(float p_delay_sec, bool p_process_pause = true);
//used by Main::start, don't use otherwise
void add_current_scene(Node *p_current);
static SceneTree *get_singleton() { return singleton; }
void drop_files(const Vector<String> &p_files, int p_from_screen = 0);
//network API
Ref<MultiplayerAPI> get_multiplayer_api() const;
void set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api);
void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
Ref<NetworkedMultiplayerPeer> get_network_peer() const;
bool is_network_server() const;
bool has_network_peer() const;
int get_network_unique_id() const;
Vector<int> get_network_connected_peers() const;
int get_rpc_sender_id() const;
void set_refuse_new_network_connections(bool p_refuse);
bool is_refusing_new_network_connections() const;
static void add_idle_callback(IdleCallback p_callback);
SceneTree();
~SceneTree();
};
VARIANT_ENUM_CAST(SceneTree::StretchMode);
VARIANT_ENUM_CAST(SceneTree::StretchAspect);
VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
#endif