8ca631a466
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum. This is used to: * More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum. * Tighter cull shadow casters to the view frustum. Lights dirty state is now automatically managed: * Continuous (tighter caster culling) * Static (all casters are rendered)
2409 lines
72 KiB
C++
2409 lines
72 KiB
C++
/**************************************************************************/
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/* scene_tree.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "scene_tree.h"
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#include "core/io/marshalls.h"
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#include "core/io/resource_loader.h"
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#include "core/message_queue.h"
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#include "core/os/dir_access.h"
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#include "core/os/keyboard.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "core/project_settings.h"
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#include "core/variant_parser.h"
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#include "main/input_default.h"
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#include "node.h"
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#include "scene/animation/scene_tree_tween.h"
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#include "scene/debugger/script_debugger_remote.h"
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#include "scene/gui/shortcut.h"
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#include "scene/resources/dynamic_font.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/scene_string_names.h"
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#include "servers/navigation_server.h"
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#include "servers/physics_2d_server.h"
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#include "servers/physics_server.h"
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#include "viewport.h"
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#include "modules/modules_enabled.gen.h" // For freetype.
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#include <stdio.h>
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#include <stdlib.h>
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void SceneTreeTimer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
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ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left"), "set_time_left", "get_time_left");
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ADD_SIGNAL(MethodInfo("timeout"));
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}
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void SceneTreeTimer::set_time_left(float p_time) {
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time_left = p_time;
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}
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float SceneTreeTimer::get_time_left() const {
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return time_left;
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}
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void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
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process_pause = p_pause_mode_process;
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}
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bool SceneTreeTimer::is_pause_mode_process() {
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return process_pause;
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}
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void SceneTreeTimer::set_ignore_time_scale(bool p_ignore) {
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ignore_time_scale = p_ignore;
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}
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bool SceneTreeTimer::is_ignore_time_scale() {
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return ignore_time_scale;
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}
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void SceneTreeTimer::release_connections() {
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List<Connection> connections;
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get_all_signal_connections(&connections);
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for (List<Connection>::Element *E = connections.front(); E; E = E->next()) {
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Connection const &connection = E->get();
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disconnect(connection.signal, connection.target, connection.method);
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}
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}
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SceneTreeTimer::SceneTreeTimer() {
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time_left = 0;
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process_pause = true;
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}
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// This should be called once per physics tick, to make sure the transform previous and current
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// is kept up to date on the few spatials that are using client side physics interpolation
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void SceneTree::ClientPhysicsInterpolation::physics_process() {
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for (SelfList<Spatial> *E = _spatials_list.first(); E;) {
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Spatial *spatial = E->self();
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SelfList<Spatial> *current = E;
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// get the next element here BEFORE we potentially delete one
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E = E->next();
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// This will return false if the spatial has timed out ..
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// i.e. If get_global_transform_interpolated() has not been called
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// for a few seconds, we can delete from the list to keep processing
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// to a minimum.
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if (!spatial->update_client_physics_interpolation_data()) {
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_spatials_list.remove(current);
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}
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}
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}
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void SceneTree::tree_changed() {
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tree_version++;
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emit_signal(tree_changed_name);
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}
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void SceneTree::node_added(Node *p_node) {
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emit_signal(node_added_name, p_node);
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}
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void SceneTree::node_removed(Node *p_node) {
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if (current_scene == p_node) {
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current_scene = nullptr;
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}
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emit_signal(node_removed_name, p_node);
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if (call_lock > 0) {
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call_skip.insert(p_node);
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}
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}
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void SceneTree::node_renamed(Node *p_node) {
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emit_signal(node_renamed_name, p_node);
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}
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SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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E = group_map.insert(p_group, Group());
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}
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ERR_FAIL_COND_V_MSG(E->get().nodes.find(p_node) != -1, &E->get(), "Already in group: " + p_group + ".");
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E->get().nodes.push_back(p_node);
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//E->get().last_tree_version=0;
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E->get().changed = true;
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return &E->get();
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}
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void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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ERR_FAIL_COND(!E);
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E->get().nodes.erase(p_node);
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if (E->get().nodes.empty()) {
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group_map.erase(E);
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}
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}
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void SceneTree::make_group_changed(const StringName &p_group) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (E) {
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E->get().changed = true;
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}
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}
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void SceneTree::flush_transform_notifications() {
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SelfList<Node> *n = xform_change_list.first();
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while (n) {
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Node *node = n->self();
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SelfList<Node> *nx = n->next();
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xform_change_list.remove(n);
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n = nx;
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node->notification(NOTIFICATION_TRANSFORM_CHANGED);
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}
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}
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void SceneTree::_flush_ugc() {
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ugc_locked = true;
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while (unique_group_calls.size()) {
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Map<UGCall, Vector<Variant>>::Element *E = unique_group_calls.front();
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Variant v[VARIANT_ARG_MAX];
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for (int i = 0; i < E->get().size(); i++) {
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v[i] = E->get()[i];
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}
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static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
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call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
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unique_group_calls.erase(E);
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}
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ugc_locked = false;
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}
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void SceneTree::_update_group_order(Group &g, bool p_use_priority) {
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if (!g.changed) {
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return;
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}
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if (g.nodes.empty()) {
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return;
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}
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Node **nodes = g.nodes.ptrw();
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int node_count = g.nodes.size();
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if (p_use_priority) {
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SortArray<Node *, Node::ComparatorWithPriority> node_sort;
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node_sort.sort(nodes, node_count);
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} else {
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SortArray<Node *, Node::Comparator> node_sort;
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node_sort.sort(nodes, node_count);
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}
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g.changed = false;
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}
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void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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return;
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}
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Group &g = E->get();
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if (g.nodes.empty()) {
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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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ERR_FAIL_COND(ugc_locked);
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UGCall ug;
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ug.call = p_function;
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ug.group = p_group;
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if (unique_group_calls.has(ug)) {
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return;
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}
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VARIANT_ARGPTRS;
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Vector<Variant> args;
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for (int i = 0; i < VARIANT_ARG_MAX; i++) {
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if (argptr[i]->get_type() == Variant::NIL) {
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break;
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}
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args.push_back(*argptr[i]);
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}
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unique_group_calls[ug] = args;
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i])) {
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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_MULTILEVEL) {
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nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
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} else {
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nodes[i]->call(p_function, VARIANT_ARG_PASS);
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}
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} else {
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MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
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}
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i])) {
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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_MULTILEVEL) {
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nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
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} else {
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nodes[i]->call(p_function, VARIANT_ARG_PASS);
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}
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} else {
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MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
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}
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}
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}
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call_lock--;
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if (call_lock == 0) {
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call_skip.clear();
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}
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}
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void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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return;
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}
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Group &g = E->get();
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if (g.nodes.empty()) {
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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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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}
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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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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}
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}
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}
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call_lock--;
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if (call_lock == 0) {
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call_skip.clear();
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}
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}
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void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
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Map<StringName, Group>::Element *E = group_map.find(p_group);
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if (!E) {
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return;
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}
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Group &g = E->get();
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if (g.nodes.empty()) {
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return;
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}
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_update_group_order(g);
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Vector<Node *> nodes_copy = g.nodes;
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Node **nodes = nodes_copy.ptrw();
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int node_count = nodes_copy.size();
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call_lock++;
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if (p_call_flags & GROUP_CALL_REVERSE) {
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for (int i = node_count - 1; i >= 0; i--) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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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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}
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}
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} else {
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for (int i = 0; i < node_count; i++) {
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if (call_lock && call_skip.has(nodes[i])) {
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continue;
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}
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if (p_call_flags & GROUP_CALL_REALTIME) {
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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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}
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}
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}
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call_lock--;
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if (call_lock == 0) {
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call_skip.clear();
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}
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}
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void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
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call_group_flags(0, p_group, p_function, VARIANT_ARG_PASS);
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}
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void SceneTree::notify_group(const StringName &p_group, int p_notification) {
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notify_group_flags(0, p_group, 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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}
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void SceneTree::set_input_as_handled() {
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input_handled = true;
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}
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void SceneTree::input_text(const String &p_text) {
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root_lock++;
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
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root_lock--;
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}
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bool SceneTree::is_input_handled() {
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return input_handled;
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}
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void SceneTree::input_event(const Ref<InputEvent> &p_event) {
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if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_event.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_event))) {
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return; //avoid joy input on editor
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}
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current_event++;
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root_lock++;
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input_handled = false;
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// Don't make const ref unless you can find and fix what caused GH-34691.
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Ref<InputEvent> ev = p_event;
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MainLoop::input_event(ev);
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call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
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if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
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// Quit from game window using the stop shortcut (F8 by default).
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// The custom shortcut is provided via environment variable when running from the editor.
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if (debugger_stop_shortcut.is_null()) {
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String shortcut_str = OS::get_singleton()->get_environment("__GODOT_EDITOR_STOP_SHORTCUT__");
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if (!shortcut_str.empty()) {
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Variant shortcut_var;
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VariantParser::StreamString ss;
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ss.s = shortcut_str;
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String errs;
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int line;
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VariantParser::parse(&ss, shortcut_var, errs, line);
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debugger_stop_shortcut = shortcut_var;
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}
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if (debugger_stop_shortcut.is_null()) {
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// Define a default shortcut if it wasn't provided or is invalid.
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Ref<InputEventKey> ie;
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ie.instance();
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ie->set_scancode(KEY_F8);
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ie->set_unicode(KEY_F8);
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debugger_stop_shortcut.instance();
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debugger_stop_shortcut->set_shortcut(ie);
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}
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}
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Ref<InputEventKey> k = ev;
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if (k.is_valid() && k->is_pressed() && !k->is_echo() && debugger_stop_shortcut->is_shortcut(k)) {
|
|
ScriptDebugger::get_singleton()->request_quit();
|
|
}
|
|
}
|
|
|
|
_flush_ugc();
|
|
root_lock--;
|
|
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
|
|
|
|
root_lock++;
|
|
|
|
if (!input_handled) {
|
|
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
|
|
_flush_ugc();
|
|
// input_handled = true; - no reason to set this as handled
|
|
root_lock--;
|
|
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
|
|
} else {
|
|
// input_handled = true; - no reason to set this as handled
|
|
root_lock--;
|
|
}
|
|
|
|
_call_idle_callbacks();
|
|
}
|
|
|
|
void SceneTree::init() {
|
|
ERR_FAIL_COND(!root);
|
|
initialized = true;
|
|
root->_set_tree(this);
|
|
MainLoop::init();
|
|
}
|
|
|
|
void SceneTree::set_physics_interpolation_enabled(bool p_enabled) {
|
|
// disallow interpolation in editor
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
p_enabled = false;
|
|
}
|
|
|
|
if (p_enabled == _physics_interpolation_enabled) {
|
|
return;
|
|
}
|
|
|
|
_physics_interpolation_enabled = p_enabled;
|
|
VisualServer::get_singleton()->set_physics_interpolation_enabled(p_enabled);
|
|
}
|
|
|
|
bool SceneTree::is_physics_interpolation_enabled() const {
|
|
return _physics_interpolation_enabled;
|
|
}
|
|
|
|
void SceneTree::client_physics_interpolation_add_spatial(SelfList<Spatial> *p_elem) {
|
|
// This ensures that _update_physics_interpolation_data() will be called at least once every
|
|
// physics tick, to ensure the previous and current transforms are kept up to date.
|
|
_client_physics_interpolation._spatials_list.add(p_elem);
|
|
}
|
|
|
|
void SceneTree::client_physics_interpolation_remove_spatial(SelfList<Spatial> *p_elem) {
|
|
_client_physics_interpolation._spatials_list.remove(p_elem);
|
|
}
|
|
|
|
void SceneTree::iteration_prepare() {
|
|
if (_physics_interpolation_enabled) {
|
|
VisualServer::get_singleton()->tick();
|
|
}
|
|
}
|
|
|
|
void SceneTree::iteration_end() {
|
|
// When physics interpolation is active, we want all pending transforms
|
|
// to be flushed to the VisualServer before finishing a physics tick.
|
|
if (_physics_interpolation_enabled) {
|
|
flush_transform_notifications();
|
|
}
|
|
}
|
|
|
|
bool SceneTree::iteration(float p_time) {
|
|
root_lock++;
|
|
|
|
current_frame++;
|
|
|
|
// Any objects performing client physics interpolation
|
|
// should be given an opportunity to keep their previous transforms
|
|
// up to take before each new physics tick.
|
|
_client_physics_interpolation.physics_process();
|
|
|
|
flush_transform_notifications();
|
|
|
|
MainLoop::iteration(p_time);
|
|
physics_process_time = p_time;
|
|
|
|
emit_signal("physics_frame");
|
|
|
|
_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
|
|
if (GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
|
|
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_process_picking", true);
|
|
}
|
|
_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
|
|
_flush_ugc();
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
|
|
process_tweens(p_time, true);
|
|
|
|
flush_transform_notifications();
|
|
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
|
|
root_lock--;
|
|
|
|
_flush_delete_queue();
|
|
_call_idle_callbacks();
|
|
|
|
return _quit;
|
|
}
|
|
|
|
void SceneTree::_update_font_oversampling(float p_ratio) {
|
|
#ifdef MODULE_FREETYPE_ENABLED
|
|
if (use_font_oversampling) {
|
|
DynamicFontAtSize::font_oversampling = p_ratio;
|
|
DynamicFont::update_oversampling();
|
|
}
|
|
#endif // MODULE_FREETYPE_ENABLED
|
|
}
|
|
|
|
bool SceneTree::idle(float p_time) {
|
|
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
|
|
//print_line("node count: "+itos(get_node_count()));
|
|
//print_line("TEXTURE RAM: "+itos(VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED)));
|
|
|
|
root_lock++;
|
|
|
|
MainLoop::idle(p_time);
|
|
|
|
idle_process_time = p_time;
|
|
|
|
if (multiplayer_poll) {
|
|
multiplayer->poll();
|
|
}
|
|
|
|
emit_signal("idle_frame");
|
|
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
|
|
flush_transform_notifications();
|
|
|
|
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
|
|
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
|
|
|
|
Size2 win_size = OS::get_singleton()->get_window_size();
|
|
|
|
if (win_size != last_screen_size) {
|
|
last_screen_size = win_size;
|
|
_update_root_rect();
|
|
emit_signal("screen_resized");
|
|
}
|
|
|
|
_flush_ugc();
|
|
MessageQueue::get_singleton()->flush(); //small little hack
|
|
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
|
|
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
|
|
|
|
root_lock--;
|
|
|
|
_flush_delete_queue();
|
|
|
|
//go through timers
|
|
|
|
List<Ref<SceneTreeTimer>>::Element *L = timers.back(); //last element
|
|
|
|
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
|
|
List<Ref<SceneTreeTimer>>::Element *N = E->next();
|
|
if (pause && !E->get()->is_pause_mode_process()) {
|
|
if (E == L) {
|
|
break; //break on last, so if new timers were added during list traversal, ignore them.
|
|
}
|
|
E = N;
|
|
continue;
|
|
}
|
|
|
|
float time_left = E->get()->get_time_left();
|
|
if (E->get()->is_ignore_time_scale()) {
|
|
time_left -= Engine::get_singleton()->get_idle_frame_step();
|
|
} else {
|
|
time_left -= p_time;
|
|
}
|
|
E->get()->set_time_left(time_left);
|
|
|
|
if (time_left < 0) {
|
|
E->get()->emit_signal("timeout");
|
|
timers.erase(E);
|
|
}
|
|
if (E == L) {
|
|
break; //break on last, so if new timers were added during list traversal, ignore them.
|
|
}
|
|
E = N;
|
|
}
|
|
|
|
process_tweens(p_time, false);
|
|
|
|
flush_transform_notifications(); //additional transforms after timers update
|
|
|
|
_call_idle_callbacks();
|
|
|
|
ProjectSettings::get_singleton()->update();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
//simple hack to reload fallback environment if it changed from editor
|
|
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
|
|
env_path = env_path.strip_edges(); //user may have added a space or two
|
|
String cpath;
|
|
Ref<Environment> fallback = get_root()->get_world()->get_fallback_environment();
|
|
if (fallback.is_valid()) {
|
|
cpath = fallback->get_path();
|
|
}
|
|
if (cpath != env_path) {
|
|
if (env_path != String()) {
|
|
fallback = ResourceLoader::load(env_path);
|
|
if (fallback.is_null()) {
|
|
//could not load fallback, set as empty
|
|
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
|
|
}
|
|
} else {
|
|
fallback.unref();
|
|
}
|
|
get_root()->get_world()->set_fallback_environment(fallback);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
VisualServer::get_singleton()->pre_draw(true);
|
|
|
|
return _quit;
|
|
}
|
|
|
|
void SceneTree::process_tweens(float p_delta, bool p_physics) {
|
|
// This methods works similarly to how SceneTreeTimers are handled.
|
|
List<Ref<SceneTreeTween>>::Element *L = tweens.back();
|
|
|
|
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E;) {
|
|
List<Ref<SceneTreeTween>>::Element *N = E->next();
|
|
// Don't process if paused or process mode doesn't match.
|
|
if (!E->get()->can_process(pause) || (p_physics == (E->get()->get_process_mode() == Tween::TWEEN_PROCESS_IDLE))) {
|
|
if (E == L) {
|
|
break;
|
|
}
|
|
E = N;
|
|
continue;
|
|
}
|
|
|
|
if (!E->get()->step(p_delta)) {
|
|
E->get()->clear();
|
|
tweens.erase(E);
|
|
}
|
|
if (E == L) {
|
|
break;
|
|
}
|
|
E = N;
|
|
}
|
|
}
|
|
|
|
void SceneTree::finish() {
|
|
_flush_delete_queue();
|
|
|
|
_flush_ugc();
|
|
|
|
initialized = false;
|
|
|
|
MainLoop::finish();
|
|
|
|
if (root) {
|
|
root->_set_tree(nullptr);
|
|
root->_propagate_after_exit_branch(true);
|
|
memdelete(root); //delete root
|
|
root = nullptr;
|
|
}
|
|
|
|
// In case deletion of some objects was queued when destructing the `root`.
|
|
// E.g. if `queue_free()` was called for some node outside the tree when handling NOTIFICATION_PREDELETE for some node in the tree.
|
|
_flush_delete_queue();
|
|
|
|
// Cleanup timers.
|
|
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E; E = E->next()) {
|
|
E->get()->release_connections();
|
|
}
|
|
timers.clear();
|
|
|
|
// Cleanup tweens.
|
|
for (List<Ref<SceneTreeTween>>::Element *E = tweens.front(); E; E = E->next()) {
|
|
E->get()->clear();
|
|
}
|
|
tweens.clear();
|
|
}
|
|
|
|
void SceneTree::quit(int p_exit_code) {
|
|
if (p_exit_code >= 0) {
|
|
// Override the exit code if a positive argument is given (the default is `-1`).
|
|
// This is a shorthand for calling `set_exit_code()` on the OS singleton then quitting.
|
|
OS::get_singleton()->set_exit_code(p_exit_code);
|
|
} else if (!OS::get_singleton()->is_custom_exit_code()) {
|
|
// Must customize exit code, otherwise it will default to a non-zero value
|
|
OS::get_singleton()->set_exit_code(EXIT_SUCCESS);
|
|
}
|
|
|
|
_quit = true;
|
|
}
|
|
|
|
void SceneTree::_notification(int p_notification) {
|
|
switch (p_notification) {
|
|
case NOTIFICATION_WM_QUIT_REQUEST: {
|
|
get_root()->propagate_notification(p_notification);
|
|
|
|
if (accept_quit) {
|
|
_quit = true;
|
|
break;
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_WM_GO_BACK_REQUEST: {
|
|
get_root()->propagate_notification(p_notification);
|
|
|
|
if (quit_on_go_back) {
|
|
_quit = true;
|
|
break;
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_WM_FOCUS_IN: {
|
|
InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
|
|
if (id) {
|
|
id->ensure_touch_mouse_raised();
|
|
}
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
} break;
|
|
|
|
case NOTIFICATION_TRANSLATION_CHANGED: {
|
|
if (!Engine::get_singleton()->is_editor_hint()) {
|
|
get_root()->propagate_notification(p_notification);
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
|
|
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
|
|
|
|
get_root()->propagate_notification(p_notification);
|
|
|
|
} break;
|
|
|
|
case NOTIFICATION_OS_MEMORY_WARNING:
|
|
case NOTIFICATION_OS_IME_UPDATE:
|
|
case NOTIFICATION_WM_MOUSE_ENTER:
|
|
case NOTIFICATION_WM_MOUSE_EXIT:
|
|
case NOTIFICATION_WM_FOCUS_OUT:
|
|
case NOTIFICATION_WM_ABOUT:
|
|
case NOTIFICATION_CRASH:
|
|
case NOTIFICATION_APP_RESUMED:
|
|
case NOTIFICATION_APP_PAUSED: {
|
|
get_root()->propagate_notification(p_notification);
|
|
} break;
|
|
|
|
default:
|
|
break;
|
|
};
|
|
};
|
|
|
|
bool SceneTree::is_auto_accept_quit() const {
|
|
return accept_quit;
|
|
}
|
|
|
|
void SceneTree::set_auto_accept_quit(bool p_enable) {
|
|
accept_quit = p_enable;
|
|
}
|
|
|
|
bool SceneTree::is_quit_on_go_back() const {
|
|
return quit_on_go_back;
|
|
}
|
|
|
|
void SceneTree::set_quit_on_go_back(bool p_enable) {
|
|
quit_on_go_back = p_enable;
|
|
}
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
|
|
bool SceneTree::is_node_being_edited(const Node *p_node) const {
|
|
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node);
|
|
}
|
|
#endif
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
|
|
debug_collisions_hint = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_debugging_collisions_hint() const {
|
|
return debug_collisions_hint;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
|
|
debug_navigation_hint = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_debugging_navigation_hint() const {
|
|
return debug_navigation_hint;
|
|
}
|
|
#endif
|
|
|
|
void SceneTree::set_debug_collisions_color(const Color &p_color) {
|
|
debug_collisions_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_collisions_color() const {
|
|
return debug_collisions_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
|
|
debug_collision_contact_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_collision_contact_color() const {
|
|
return debug_collision_contact_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_color(const Color &p_color) {
|
|
debug_navigation_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_navigation_color() const {
|
|
return debug_navigation_color;
|
|
}
|
|
|
|
void SceneTree::set_debug_navigation_disabled_color(const Color &p_color) {
|
|
debug_navigation_disabled_color = p_color;
|
|
}
|
|
|
|
Color SceneTree::get_debug_navigation_disabled_color() const {
|
|
return debug_navigation_disabled_color;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_navigation_material() {
|
|
if (navigation_material.is_valid()) {
|
|
return navigation_material;
|
|
}
|
|
|
|
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
|
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_navigation_color());
|
|
|
|
navigation_material = line_material;
|
|
|
|
return navigation_material;
|
|
}
|
|
|
|
Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
|
|
if (navigation_disabled_material.is_valid()) {
|
|
return navigation_disabled_material;
|
|
}
|
|
|
|
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
|
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_navigation_disabled_color());
|
|
|
|
navigation_disabled_material = line_material;
|
|
|
|
return navigation_disabled_material;
|
|
}
|
|
Ref<Material> SceneTree::get_debug_collision_material() {
|
|
if (collision_material.is_valid()) {
|
|
return collision_material;
|
|
}
|
|
|
|
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
|
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
line_material->set_albedo(get_debug_collisions_color());
|
|
|
|
collision_material = line_material;
|
|
|
|
return collision_material;
|
|
}
|
|
|
|
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
|
|
if (debug_contact_mesh.is_valid()) {
|
|
return debug_contact_mesh;
|
|
}
|
|
|
|
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
|
|
|
|
Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
|
|
mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
|
|
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
|
|
mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
|
|
mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
mat->set_albedo(get_debug_collision_contact_color());
|
|
|
|
Vector3 diamond[6] = {
|
|
Vector3(-1, 0, 0),
|
|
Vector3(1, 0, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 1, 0),
|
|
Vector3(0, 0, -1),
|
|
Vector3(0, 0, 1)
|
|
};
|
|
|
|
/* clang-format off */
|
|
int diamond_faces[8 * 3] = {
|
|
0, 2, 4,
|
|
0, 3, 4,
|
|
1, 2, 4,
|
|
1, 3, 4,
|
|
0, 2, 5,
|
|
0, 3, 5,
|
|
1, 2, 5,
|
|
1, 3, 5,
|
|
};
|
|
/* clang-format on */
|
|
|
|
PoolVector<int> indices;
|
|
for (int i = 0; i < 8 * 3; i++) {
|
|
indices.push_back(diamond_faces[i]);
|
|
}
|
|
|
|
PoolVector<Vector3> vertices;
|
|
for (int i = 0; i < 6; i++) {
|
|
vertices.push_back(diamond[i] * 0.1);
|
|
}
|
|
|
|
Array arr;
|
|
arr.resize(Mesh::ARRAY_MAX);
|
|
arr[Mesh::ARRAY_VERTEX] = vertices;
|
|
arr[Mesh::ARRAY_INDEX] = indices;
|
|
|
|
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
|
|
debug_contact_mesh->surface_set_material(0, mat);
|
|
|
|
return debug_contact_mesh;
|
|
}
|
|
|
|
void SceneTree::set_pause(bool p_enabled) {
|
|
if (p_enabled == pause) {
|
|
return;
|
|
}
|
|
pause = p_enabled;
|
|
NavigationServer::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer::get_singleton()->set_active(!p_enabled);
|
|
Physics2DServer::get_singleton()->set_active(!p_enabled);
|
|
if (get_root()) {
|
|
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
|
|
}
|
|
}
|
|
|
|
bool SceneTree::is_paused() const {
|
|
return pause;
|
|
}
|
|
|
|
void SceneTree::_call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return;
|
|
}
|
|
Group &g = E->get();
|
|
if (g.nodes.empty()) {
|
|
return;
|
|
}
|
|
|
|
_update_group_order(g);
|
|
|
|
//copy, so copy on write happens in case something is removed from process while being called
|
|
//performance is not lost because only if something is added/removed the vector is copied.
|
|
Vector<Node *> nodes_copy = g.nodes;
|
|
|
|
int node_count = nodes_copy.size();
|
|
Node **nodes = nodes_copy.ptrw();
|
|
|
|
Variant arg = p_input;
|
|
const Variant *v[1] = { &arg };
|
|
|
|
call_lock++;
|
|
|
|
for (int i = node_count - 1; i >= 0; i--) {
|
|
if (input_handled) {
|
|
break;
|
|
}
|
|
|
|
Node *n = nodes[i];
|
|
if (call_lock && call_skip.has(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->can_process()) {
|
|
continue;
|
|
}
|
|
|
|
n->call_multilevel(p_method, (const Variant **)v, 1);
|
|
//ERR_FAIL_COND(node_count != g.nodes.size());
|
|
}
|
|
|
|
call_lock--;
|
|
if (call_lock == 0) {
|
|
call_skip.clear();
|
|
}
|
|
}
|
|
|
|
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return;
|
|
}
|
|
Group &g = E->get();
|
|
if (g.nodes.empty()) {
|
|
return;
|
|
}
|
|
|
|
_update_group_order(g, p_notification == Node::NOTIFICATION_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PROCESS || p_notification == Node::NOTIFICATION_PHYSICS_PROCESS || p_notification == Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
|
|
|
|
//copy, so copy on write happens in case something is removed from process while being called
|
|
//performance is not lost because only if something is added/removed the vector is copied.
|
|
Vector<Node *> nodes_copy = g.nodes;
|
|
|
|
int node_count = nodes_copy.size();
|
|
Node **nodes = nodes_copy.ptrw();
|
|
|
|
call_lock++;
|
|
|
|
for (int i = 0; i < node_count; i++) {
|
|
Node *n = nodes[i];
|
|
if (call_lock && call_skip.has(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->can_process()) {
|
|
continue;
|
|
}
|
|
if (!n->can_process_notification(p_notification)) {
|
|
continue;
|
|
}
|
|
|
|
n->notification(p_notification);
|
|
//ERR_FAIL_COND(node_count != g.nodes.size());
|
|
}
|
|
|
|
call_lock--;
|
|
if (call_lock == 0) {
|
|
call_skip.clear();
|
|
}
|
|
}
|
|
|
|
/*
|
|
void SceneMainLoop::_update_listener_2d() {
|
|
|
|
if (listener_2d.is_valid()) {
|
|
|
|
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
|
|
}
|
|
|
|
}
|
|
*/
|
|
|
|
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
|
|
r_error.error = Variant::CallError::CALL_OK;
|
|
|
|
ERR_FAIL_COND_V(p_argcount < 3, Variant());
|
|
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
|
|
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
|
|
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING, Variant());
|
|
|
|
int flags = *p_args[0];
|
|
StringName group = *p_args[1];
|
|
StringName method = *p_args[2];
|
|
Variant v[VARIANT_ARG_MAX];
|
|
|
|
for (int i = 0; i < MIN(p_argcount - 3, VARIANT_ARG_MAX); i++) {
|
|
v[i] = *p_args[i + 3];
|
|
}
|
|
|
|
static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8");
|
|
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]);
|
|
return Variant();
|
|
}
|
|
|
|
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
|
|
r_error.error = Variant::CallError::CALL_OK;
|
|
|
|
ERR_FAIL_COND_V(p_argcount < 2, Variant());
|
|
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING, Variant());
|
|
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
|
|
|
|
StringName group = *p_args[0];
|
|
StringName method = *p_args[1];
|
|
Variant v[VARIANT_ARG_MAX];
|
|
|
|
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
|
|
v[i] = *p_args[i + 2];
|
|
}
|
|
|
|
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
|
|
return Variant();
|
|
}
|
|
|
|
int64_t SceneTree::get_frame() const {
|
|
return current_frame;
|
|
}
|
|
int64_t SceneTree::get_event_count() const {
|
|
return current_event;
|
|
}
|
|
|
|
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
|
|
Array ret;
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return ret;
|
|
}
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
int nc = E->get().nodes.size();
|
|
if (nc == 0) {
|
|
return ret;
|
|
}
|
|
|
|
ret.resize(nc);
|
|
|
|
Node **ptr = E->get().nodes.ptrw();
|
|
for (int i = 0; i < nc; i++) {
|
|
ret[i] = ptr[i];
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool SceneTree::has_group(const StringName &p_identifier) const {
|
|
return group_map.has(p_identifier);
|
|
}
|
|
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
|
|
Map<StringName, Group>::Element *E = group_map.find(p_group);
|
|
if (!E) {
|
|
return;
|
|
}
|
|
|
|
_update_group_order(E->get()); //update order just in case
|
|
int nc = E->get().nodes.size();
|
|
if (nc == 0) {
|
|
return;
|
|
}
|
|
Node **ptr = E->get().nodes.ptrw();
|
|
for (int i = 0; i < nc; i++) {
|
|
p_list->push_back(ptr[i]);
|
|
}
|
|
}
|
|
|
|
void SceneTree::_flush_delete_queue() {
|
|
_THREAD_SAFE_METHOD_
|
|
|
|
// Sorting the delete queue by child count (in respect to their parent)
|
|
// is an optimization because nodes benefit immensely from being deleted
|
|
// in reverse order to their child count. This is partly due to ordered_remove(), and partly
|
|
// due to notifications being sent to children that are moved, further in the child list.
|
|
struct ObjectIDComparator {
|
|
_FORCE_INLINE_ bool operator()(const DeleteQueueElement &p, const DeleteQueueElement &q) const {
|
|
return (p.child_list_id > q.child_list_id);
|
|
}
|
|
};
|
|
|
|
delete_queue.sort_custom<ObjectIDComparator>();
|
|
|
|
for (uint32_t e = 0; e < delete_queue.size(); e++) {
|
|
ObjectID id = delete_queue[e].id;
|
|
Object *obj = ObjectDB::get_instance(id);
|
|
if (obj) {
|
|
memdelete(obj);
|
|
}
|
|
}
|
|
|
|
delete_queue.clear();
|
|
}
|
|
|
|
void SceneTree::queue_delete(Object *p_object) {
|
|
_THREAD_SAFE_METHOD_
|
|
ERR_FAIL_NULL(p_object);
|
|
|
|
// Guard against the user queueing multiple times,
|
|
// which is unnecessary.
|
|
if (p_object->is_queued_for_deletion()) {
|
|
return;
|
|
}
|
|
|
|
p_object->_is_queued_for_deletion = true;
|
|
|
|
DeleteQueueElement e;
|
|
e.id = p_object->get_instance_id();
|
|
|
|
// Storing the list id within the parent allows us
|
|
// to sort the delete queue in reverse for more efficient
|
|
// deletion.
|
|
// Note that data.pos could alternatively be read during flush_delete_queue(),
|
|
// however reading it here avoids an extra lookup, and should be correct in most cases.
|
|
// And worst case if the child_list_id changes in the meantime, it will still work, it may just
|
|
// be slightly slower.
|
|
const Node *node = Object::cast_to<Node>(p_object);
|
|
if (node) {
|
|
e.child_list_id = node->data.pos;
|
|
|
|
// Have some grouping by parent object ID,
|
|
// so that children tend to be deleted together.
|
|
// This should be more cache friendly.
|
|
if (node->data.parent) {
|
|
ObjectID parent_id = node->data.parent->get_instance_id();
|
|
|
|
// Use a prime number to combine the group with the child id.
|
|
// Provided there are less than the prime number children in a node,
|
|
// there will be no collisions. Even if there are collisions, it is no problem.
|
|
uint32_t group = parent_id * 937;
|
|
|
|
// Rollover the group, we never want the group + the child id
|
|
// to overflow 31 bits
|
|
group &= ~(0b111 << 29);
|
|
e.child_list_id += (int32_t)group;
|
|
}
|
|
} else {
|
|
// For non-nodes, there is no point in sorting them.
|
|
e.child_list_id = -2;
|
|
}
|
|
|
|
delete_queue.push_back(e);
|
|
}
|
|
|
|
int SceneTree::get_node_count() const {
|
|
return node_count;
|
|
}
|
|
|
|
void SceneTree::_update_root_rect() {
|
|
if (stretch_mode == STRETCH_MODE_DISABLED) {
|
|
_update_font_oversampling(stretch_scale);
|
|
root->set_size(last_screen_size.floor());
|
|
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
|
|
root->set_size_override_stretch(true);
|
|
root->set_size_override(true, (last_screen_size / stretch_scale).floor());
|
|
root->update_canvas_items();
|
|
return; //user will take care
|
|
}
|
|
|
|
//actual screen video mode
|
|
Size2 video_mode = OS::get_singleton()->get_window_size();
|
|
Size2 desired_res = stretch_min;
|
|
|
|
Size2 viewport_size;
|
|
Size2 screen_size;
|
|
|
|
float viewport_aspect = desired_res.aspect();
|
|
float video_mode_aspect = video_mode.aspect();
|
|
|
|
if (stretch_aspect == STRETCH_ASPECT_IGNORE || Math::is_equal_approx(viewport_aspect, video_mode_aspect)) {
|
|
//same aspect or ignore aspect
|
|
viewport_size = desired_res;
|
|
screen_size = video_mode;
|
|
} else if (viewport_aspect < video_mode_aspect) {
|
|
// screen ratio is smaller vertically
|
|
|
|
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
|
|
//will stretch horizontally
|
|
viewport_size.x = desired_res.y * video_mode_aspect;
|
|
viewport_size.y = desired_res.y;
|
|
screen_size = video_mode;
|
|
|
|
} else {
|
|
//will need black bars
|
|
viewport_size = desired_res;
|
|
screen_size.x = video_mode.y * viewport_aspect;
|
|
screen_size.y = video_mode.y;
|
|
}
|
|
} else {
|
|
//screen ratio is smaller horizontally
|
|
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
|
|
//will stretch horizontally
|
|
viewport_size.x = desired_res.x;
|
|
viewport_size.y = desired_res.x / video_mode_aspect;
|
|
screen_size = video_mode;
|
|
|
|
} else {
|
|
//will need black bars
|
|
viewport_size = desired_res;
|
|
screen_size.x = video_mode.x;
|
|
screen_size.y = video_mode.x / viewport_aspect;
|
|
}
|
|
}
|
|
|
|
screen_size = screen_size.floor();
|
|
viewport_size = viewport_size.floor();
|
|
|
|
Size2 margin;
|
|
Size2 offset;
|
|
//black bars and margin
|
|
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
|
|
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
|
|
VisualServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
|
|
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
|
|
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
|
|
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
|
|
VisualServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
|
|
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
|
|
} else {
|
|
VisualServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
|
|
}
|
|
|
|
switch (stretch_mode) {
|
|
case STRETCH_MODE_DISABLED: {
|
|
// Already handled above
|
|
} break;
|
|
case STRETCH_MODE_2D: {
|
|
_update_font_oversampling((screen_size.x / viewport_size.x) * stretch_scale); //screen / viewport ratio drives oversampling
|
|
root->set_size(screen_size.floor());
|
|
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
|
|
root->set_size_override_stretch(true);
|
|
root->set_size_override(true, (viewport_size / stretch_scale).floor());
|
|
root->update_canvas_items(); //force them to update just in case
|
|
|
|
} break;
|
|
case STRETCH_MODE_VIEWPORT: {
|
|
_update_font_oversampling(1.0);
|
|
root->set_size((viewport_size / stretch_scale).floor());
|
|
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
|
|
root->set_size_override_stretch(false);
|
|
root->set_size_override(false, Size2());
|
|
root->update_canvas_items(); //force them to update just in case
|
|
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 &p_minsize, real_t p_scale) {
|
|
stretch_mode = p_mode;
|
|
stretch_aspect = p_aspect;
|
|
stretch_min = p_minsize;
|
|
stretch_scale = p_scale;
|
|
_update_root_rect();
|
|
}
|
|
|
|
void SceneTree::set_edited_scene_root(Node *p_node) {
|
|
#ifdef TOOLS_ENABLED
|
|
edited_scene_root = p_node;
|
|
#endif
|
|
}
|
|
|
|
Node *SceneTree::get_edited_scene_root() const {
|
|
#ifdef TOOLS_ENABLED
|
|
return edited_scene_root;
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
void SceneTree::set_current_scene(Node *p_scene) {
|
|
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
|
|
current_scene = p_scene;
|
|
}
|
|
|
|
Node *SceneTree::get_current_scene() const {
|
|
return current_scene;
|
|
}
|
|
|
|
void SceneTree::_change_scene(Node *p_to) {
|
|
if (current_scene) {
|
|
memdelete(current_scene);
|
|
current_scene = nullptr;
|
|
}
|
|
|
|
// If we're quitting, abort.
|
|
if (unlikely(_quit)) {
|
|
if (p_to) { // Prevent memory leak.
|
|
memdelete(p_to);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (p_to) {
|
|
current_scene = p_to;
|
|
root->add_child(p_to);
|
|
}
|
|
}
|
|
|
|
Error SceneTree::change_scene(const String &p_path) {
|
|
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
|
|
if (new_scene.is_null()) {
|
|
return ERR_CANT_OPEN;
|
|
}
|
|
|
|
return change_scene_to(new_scene);
|
|
}
|
|
|
|
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
|
|
Node *new_scene = nullptr;
|
|
if (p_scene.is_valid()) {
|
|
new_scene = p_scene->instance();
|
|
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
|
|
}
|
|
|
|
call_deferred("_change_scene", new_scene);
|
|
return OK;
|
|
}
|
|
|
|
Error SceneTree::reload_current_scene() {
|
|
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
|
|
String fname = current_scene->get_filename();
|
|
return change_scene(fname);
|
|
}
|
|
|
|
void SceneTree::add_current_scene(Node *p_current) {
|
|
current_scene = p_current;
|
|
root->add_child(p_current);
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
|
|
static void _fill_array(Node *p_node, Array &array, int p_level) {
|
|
array.push_back(p_node->get_child_count());
|
|
array.push_back(p_node->get_name());
|
|
array.push_back(p_node->get_class());
|
|
array.push_back(p_node->get_instance_id());
|
|
for (int i = 0; i < p_node->get_child_count(); i++) {
|
|
_fill_array(p_node->get_child(i), array, p_level + 1);
|
|
}
|
|
}
|
|
|
|
void SceneTree::_debugger_request_tree() {
|
|
Array arr;
|
|
_fill_array(root, arr, 0);
|
|
ScriptDebugger::get_singleton()->send_message("scene_tree", arr);
|
|
}
|
|
|
|
void SceneTree::_live_edit_node_path_func(const NodePath &p_path, int p_id) {
|
|
live_edit_node_path_cache[p_id] = p_path;
|
|
}
|
|
|
|
void SceneTree::_live_edit_res_path_func(const String &p_path, int p_id) {
|
|
live_edit_resource_cache[p_id] = p_path;
|
|
}
|
|
|
|
void SceneTree::_live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
|
|
if (!live_edit_node_path_cache.has(p_id)) {
|
|
return;
|
|
}
|
|
|
|
NodePath np = live_edit_node_path_cache[p_id];
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(np)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(np);
|
|
|
|
n2->set(p_prop, p_value);
|
|
}
|
|
}
|
|
|
|
void SceneTree::_live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
|
|
RES r = ResourceLoader::load(p_value);
|
|
if (!r.is_valid()) {
|
|
return;
|
|
}
|
|
_live_edit_node_set_func(p_id, p_prop, r);
|
|
}
|
|
void SceneTree::_live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
|
|
if (!live_edit_node_path_cache.has(p_id)) {
|
|
return;
|
|
}
|
|
|
|
NodePath np = live_edit_node_path_cache[p_id];
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(np)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(np);
|
|
|
|
n2->call(p_method, VARIANT_ARG_PASS);
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
|
|
if (!live_edit_resource_cache.has(p_id)) {
|
|
return;
|
|
}
|
|
|
|
String resp = live_edit_resource_cache[p_id];
|
|
|
|
if (!ResourceCache::has(resp)) {
|
|
return;
|
|
}
|
|
|
|
RES r = ResourceCache::get(resp);
|
|
if (!r.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
r->set(p_prop, p_value);
|
|
}
|
|
void SceneTree::_live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
|
|
RES r = ResourceLoader::load(p_value);
|
|
if (!r.is_valid()) {
|
|
return;
|
|
}
|
|
_live_edit_res_set_func(p_id, p_prop, r);
|
|
}
|
|
void SceneTree::_live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
|
|
if (!live_edit_resource_cache.has(p_id)) {
|
|
return;
|
|
}
|
|
|
|
String resp = live_edit_resource_cache[p_id];
|
|
|
|
if (!ResourceCache::has(resp)) {
|
|
return;
|
|
}
|
|
|
|
RES r = ResourceCache::get(resp);
|
|
if (!r.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
r->call(p_method, VARIANT_ARG_PASS);
|
|
}
|
|
|
|
void SceneTree::_live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
|
|
live_edit_root = p_scene_path;
|
|
live_edit_scene = p_scene_from;
|
|
}
|
|
|
|
void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_parent)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(p_parent);
|
|
|
|
Node *no = Object::cast_to<Node>(ClassDB::instance(p_type));
|
|
if (!no) {
|
|
continue;
|
|
}
|
|
|
|
no->set_name(p_name);
|
|
n2->add_child(no);
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
|
|
Ref<PackedScene> ps = ResourceLoader::load(p_path);
|
|
|
|
if (!ps.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_parent)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(p_parent);
|
|
|
|
Node *no = ps->instance();
|
|
if (!no) {
|
|
continue;
|
|
}
|
|
|
|
no->set_name(p_name);
|
|
n2->add_child(no);
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) {
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F;) {
|
|
Set<Node *>::Element *N = F->next();
|
|
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_at)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(p_at);
|
|
|
|
memdelete(n2);
|
|
|
|
F = N;
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F;) {
|
|
Set<Node *>::Element *N = F->next();
|
|
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_at)) {
|
|
continue;
|
|
}
|
|
|
|
Node *n2 = n->get_node(p_at);
|
|
|
|
n2->get_parent()->remove_child(n2);
|
|
|
|
live_edit_remove_list[n][p_keep_id] = n2;
|
|
|
|
F = N;
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F;) {
|
|
Set<Node *>::Element *N = F->next();
|
|
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_at)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(p_at);
|
|
|
|
Map<Node *, Map<ObjectID, Node *>>::Element *EN = live_edit_remove_list.find(n);
|
|
|
|
if (!EN) {
|
|
continue;
|
|
}
|
|
|
|
Map<ObjectID, Node *>::Element *FN = EN->get().find(p_id);
|
|
|
|
if (!FN) {
|
|
continue;
|
|
}
|
|
n2->add_child(FN->get());
|
|
|
|
EN->get().erase(FN);
|
|
|
|
if (EN->get().size() == 0) {
|
|
live_edit_remove_list.erase(EN);
|
|
}
|
|
|
|
F = N;
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_at)) {
|
|
continue;
|
|
}
|
|
Node *n2 = n->get_node(p_at);
|
|
|
|
Node *dup = n2->duplicate(Node::DUPLICATE_SIGNALS | Node::DUPLICATE_GROUPS | Node::DUPLICATE_SCRIPTS);
|
|
|
|
if (!dup) {
|
|
continue;
|
|
}
|
|
|
|
dup->set_name(p_new_name);
|
|
n2->get_parent()->add_child(dup);
|
|
}
|
|
}
|
|
void SceneTree::_live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
|
|
Node *base = nullptr;
|
|
if (root->has_node(live_edit_root)) {
|
|
base = root->get_node(live_edit_root);
|
|
}
|
|
|
|
Map<String, Set<Node *>>::Element *E = live_scene_edit_cache.find(live_edit_scene);
|
|
if (!E) {
|
|
return; //scene not editable
|
|
}
|
|
|
|
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
|
|
Node *n = F->get();
|
|
|
|
if (base && !base->is_a_parent_of(n)) {
|
|
continue;
|
|
}
|
|
|
|
if (!n->has_node(p_at)) {
|
|
continue;
|
|
}
|
|
Node *nfrom = n->get_node(p_at);
|
|
|
|
if (!n->has_node(p_new_place)) {
|
|
continue;
|
|
}
|
|
Node *nto = n->get_node(p_new_place);
|
|
|
|
nfrom->get_parent()->remove_child(nfrom);
|
|
nfrom->set_name(p_new_name);
|
|
|
|
nto->add_child(nfrom);
|
|
if (p_at_pos >= 0) {
|
|
nto->move_child(nfrom, p_at_pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
|
|
emit_signal("files_dropped", p_files, p_from_screen);
|
|
MainLoop::drop_files(p_files, p_from_screen);
|
|
}
|
|
|
|
void SceneTree::global_menu_action(const Variant &p_id, const Variant &p_meta) {
|
|
emit_signal("global_menu_action", p_id, p_meta);
|
|
MainLoop::global_menu_action(p_id, p_meta);
|
|
}
|
|
|
|
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
|
|
Ref<SceneTreeTimer> stt;
|
|
stt.instance();
|
|
stt->set_pause_mode_process(p_process_pause);
|
|
stt->set_time_left(p_delay_sec);
|
|
timers.push_back(stt);
|
|
return stt;
|
|
}
|
|
|
|
Ref<SceneTreeTween> SceneTree::create_tween() {
|
|
Ref<SceneTreeTween> tween = memnew(SceneTreeTween(true));
|
|
tweens.push_back(tween);
|
|
return tween;
|
|
}
|
|
|
|
Array SceneTree::get_processed_tweens() {
|
|
Array ret;
|
|
ret.resize(tweens.size());
|
|
|
|
for (int i = 0; i < tweens.size(); i++) {
|
|
ret[i] = tweens[i];
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void SceneTree::_network_peer_connected(int p_id) {
|
|
emit_signal("network_peer_connected", p_id);
|
|
}
|
|
|
|
void SceneTree::_network_peer_disconnected(int p_id) {
|
|
emit_signal("network_peer_disconnected", p_id);
|
|
}
|
|
|
|
void SceneTree::_connected_to_server() {
|
|
emit_signal("connected_to_server");
|
|
}
|
|
|
|
void SceneTree::_connection_failed() {
|
|
emit_signal("connection_failed");
|
|
}
|
|
|
|
void SceneTree::_server_disconnected() {
|
|
emit_signal("server_disconnected");
|
|
}
|
|
|
|
Ref<MultiplayerAPI> SceneTree::get_multiplayer() const {
|
|
return multiplayer;
|
|
}
|
|
|
|
void SceneTree::set_multiplayer_poll_enabled(bool p_enabled) {
|
|
multiplayer_poll = p_enabled;
|
|
}
|
|
|
|
bool SceneTree::is_multiplayer_poll_enabled() const {
|
|
return multiplayer_poll;
|
|
}
|
|
|
|
void SceneTree::set_multiplayer(Ref<MultiplayerAPI> p_multiplayer) {
|
|
ERR_FAIL_COND(!p_multiplayer.is_valid());
|
|
|
|
if (multiplayer.is_valid()) {
|
|
multiplayer->disconnect("network_peer_connected", this, "_network_peer_connected");
|
|
multiplayer->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
|
|
multiplayer->disconnect("connected_to_server", this, "_connected_to_server");
|
|
multiplayer->disconnect("connection_failed", this, "_connection_failed");
|
|
multiplayer->disconnect("server_disconnected", this, "_server_disconnected");
|
|
}
|
|
|
|
multiplayer = p_multiplayer;
|
|
multiplayer->set_root_node(root);
|
|
|
|
multiplayer->connect("network_peer_connected", this, "_network_peer_connected");
|
|
multiplayer->connect("network_peer_disconnected", this, "_network_peer_disconnected");
|
|
multiplayer->connect("connected_to_server", this, "_connected_to_server");
|
|
multiplayer->connect("connection_failed", this, "_connection_failed");
|
|
multiplayer->connect("server_disconnected", this, "_server_disconnected");
|
|
}
|
|
|
|
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
|
|
multiplayer->set_network_peer(p_network_peer);
|
|
}
|
|
|
|
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
|
|
return multiplayer->get_network_peer();
|
|
}
|
|
|
|
bool SceneTree::is_network_server() const {
|
|
return multiplayer->is_network_server();
|
|
}
|
|
|
|
bool SceneTree::has_network_peer() const {
|
|
return multiplayer->has_network_peer();
|
|
}
|
|
|
|
int SceneTree::get_network_unique_id() const {
|
|
return multiplayer->get_network_unique_id();
|
|
}
|
|
|
|
Vector<int> SceneTree::get_network_connected_peers() const {
|
|
return multiplayer->get_network_connected_peers();
|
|
}
|
|
|
|
int SceneTree::get_rpc_sender_id() const {
|
|
return multiplayer->get_rpc_sender_id();
|
|
}
|
|
|
|
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
|
|
multiplayer->set_refuse_new_network_connections(p_refuse);
|
|
}
|
|
|
|
bool SceneTree::is_refusing_new_network_connections() const {
|
|
return multiplayer->is_refusing_new_network_connections();
|
|
}
|
|
|
|
void SceneTree::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
|
|
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_auto_accept_quit"), &SceneTree::is_auto_accept_quit);
|
|
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
|
|
ClassDB::bind_method(D_METHOD("is_quit_on_go_back"), &SceneTree::is_quit_on_go_back);
|
|
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
|
|
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
|
|
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
|
|
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
|
|
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
|
|
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
|
|
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
|
|
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
|
|
|
|
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
|
|
ClassDB::bind_method(D_METHOD("create_tween"), &SceneTree::create_tween);
|
|
ClassDB::bind_method(D_METHOD("get_processed_tweens"), &SceneTree::get_processed_tweens);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
|
|
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
|
|
ClassDB::bind_method(D_METHOD("quit", "exit_code"), &SceneTree::quit, DEFVAL(-1));
|
|
|
|
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "scale"), &SceneTree::set_screen_stretch, DEFVAL(1));
|
|
|
|
ClassDB::bind_method(D_METHOD("set_physics_interpolation_enabled", "enabled"), &SceneTree::set_physics_interpolation_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_physics_interpolation_enabled"), &SceneTree::is_physics_interpolation_enabled);
|
|
|
|
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
|
|
|
|
MethodInfo mi;
|
|
mi.name = "call_group_flags";
|
|
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
|
|
mi.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
|
|
mi.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
|
|
|
|
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
|
|
|
|
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
|
|
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
|
|
|
|
MethodInfo mi2;
|
|
mi2.name = "call_group";
|
|
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
|
|
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
|
|
|
|
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
|
|
|
|
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
|
|
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
|
|
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
|
|
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
|
|
|
|
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_multiplayer", "multiplayer"), &SceneTree::set_multiplayer);
|
|
ClassDB::bind_method(D_METHOD("get_multiplayer"), &SceneTree::get_multiplayer);
|
|
ClassDB::bind_method(D_METHOD("set_multiplayer_poll_enabled", "enabled"), &SceneTree::set_multiplayer_poll_enabled);
|
|
ClassDB::bind_method(D_METHOD("is_multiplayer_poll_enabled"), &SceneTree::is_multiplayer_poll_enabled);
|
|
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
|
|
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
|
|
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
|
|
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
|
|
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
|
|
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
|
|
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
|
|
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
|
|
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
|
|
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
|
|
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
|
|
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
|
|
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling);
|
|
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_accept_quit"), "set_auto_accept_quit", "is_auto_accept_quit");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "quit_on_go_back"), "set_quit_on_go_back", "is_quit_on_go_back");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
|
|
ADD_PROPERTY_DEFAULT("refuse_new_network_connections", false);
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer", "get_multiplayer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multiplayer_poll"), "set_multiplayer_poll_enabled", "is_multiplayer_poll_enabled");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "physics_interpolation"), "set_physics_interpolation_enabled", "is_physics_interpolation_enabled");
|
|
|
|
ADD_SIGNAL(MethodInfo("tree_changed"));
|
|
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("node_renamed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
ADD_SIGNAL(MethodInfo("screen_resized"));
|
|
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node", PROPERTY_HINT_RESOURCE_TYPE, "Node")));
|
|
|
|
ADD_SIGNAL(MethodInfo("idle_frame"));
|
|
ADD_SIGNAL(MethodInfo("physics_frame"));
|
|
|
|
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
|
|
ADD_SIGNAL(MethodInfo("global_menu_action",
|
|
PropertyInfo(Variant::NIL, "id", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT),
|
|
PropertyInfo(Variant::NIL, "meta", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT)));
|
|
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
|
|
ADD_SIGNAL(MethodInfo("connected_to_server"));
|
|
ADD_SIGNAL(MethodInfo("connection_failed"));
|
|
ADD_SIGNAL(MethodInfo("server_disconnected"));
|
|
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
|
|
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
|
|
|
|
BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED);
|
|
BIND_ENUM_CONSTANT(STRETCH_MODE_2D);
|
|
BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT);
|
|
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
|
|
BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND);
|
|
}
|
|
|
|
SceneTree *SceneTree::singleton = nullptr;
|
|
|
|
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
|
|
int SceneTree::idle_callback_count = 0;
|
|
|
|
void SceneTree::_call_idle_callbacks() {
|
|
for (int i = 0; i < idle_callback_count; i++) {
|
|
idle_callbacks[i]();
|
|
}
|
|
}
|
|
|
|
void SceneTree::add_idle_callback(IdleCallback p_callback) {
|
|
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
|
|
idle_callbacks[idle_callback_count++] = p_callback;
|
|
}
|
|
|
|
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
|
|
if (use_font_oversampling == p_oversampling) {
|
|
return;
|
|
}
|
|
|
|
use_font_oversampling = p_oversampling;
|
|
_update_root_rect();
|
|
}
|
|
|
|
bool SceneTree::is_using_font_oversampling() const {
|
|
return use_font_oversampling;
|
|
}
|
|
|
|
void SceneTree::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
|
|
if (p_function == "change_scene") {
|
|
DirAccessRef dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
|
|
List<String> directories;
|
|
directories.push_back(dir_access->get_current_dir());
|
|
|
|
while (!directories.empty()) {
|
|
dir_access->change_dir(directories.back()->get());
|
|
directories.pop_back();
|
|
|
|
dir_access->list_dir_begin();
|
|
String filename = dir_access->get_next();
|
|
|
|
while (filename != "") {
|
|
if (filename == "." || filename == "..") {
|
|
filename = dir_access->get_next();
|
|
continue;
|
|
}
|
|
|
|
if (dir_access->dir_exists(filename)) {
|
|
directories.push_back(dir_access->get_current_dir().plus_file(filename));
|
|
} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
|
|
r_options->push_back("\"" + dir_access->get_current_dir().plus_file(filename) + "\"");
|
|
}
|
|
|
|
filename = dir_access->get_next();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
SceneTree::SceneTree() {
|
|
if (singleton == nullptr) {
|
|
singleton = this;
|
|
}
|
|
_quit = false;
|
|
accept_quit = true;
|
|
quit_on_go_back = true;
|
|
initialized = false;
|
|
use_font_oversampling = false;
|
|
#ifdef DEBUG_ENABLED
|
|
debug_collisions_hint = false;
|
|
debug_navigation_hint = false;
|
|
#endif
|
|
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.42));
|
|
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
|
|
debug_navigation_color = GLOBAL_DEF("debug/shapes/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
|
|
debug_navigation_disabled_color = GLOBAL_DEF("debug/shapes/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
|
|
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
|
|
|
|
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
|
|
|
|
tree_version = 1;
|
|
physics_process_time = 0.f;
|
|
idle_process_time = 0.f;
|
|
|
|
root = nullptr;
|
|
input_handled = false;
|
|
pause = false;
|
|
current_frame = 0;
|
|
current_event = 0;
|
|
tree_changed_name = "tree_changed";
|
|
node_added_name = "node_added";
|
|
node_removed_name = "node_removed";
|
|
node_renamed_name = "node_renamed";
|
|
ugc_locked = false;
|
|
call_lock = 0;
|
|
root_lock = 0;
|
|
node_count = 0;
|
|
_physics_interpolation_enabled = false;
|
|
|
|
//create with mainloop
|
|
|
|
root = memnew(Viewport);
|
|
root->set_name("root");
|
|
root->set_handle_input_locally(false);
|
|
if (!root->get_world().is_valid()) {
|
|
root->set_world(Ref<World>(memnew(World)));
|
|
}
|
|
|
|
set_physics_interpolation_enabled(GLOBAL_DEF("physics/common/physics_interpolation", false));
|
|
// Always disable jitter fix if physics interpolation is enabled -
|
|
// Jitter fix will interfere with interpolation, and is not necessary
|
|
// when interpolation is active.
|
|
if (is_physics_interpolation_enabled()) {
|
|
Engine::get_singleton()->set_physics_jitter_fix(0);
|
|
}
|
|
|
|
// Initialize network state
|
|
multiplayer_poll = true;
|
|
set_multiplayer(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
|
|
|
|
root->set_as_audio_listener(true);
|
|
root->set_as_audio_listener_2d(true);
|
|
current_scene = nullptr;
|
|
|
|
int ref_atlas_size = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_size", 2048);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_size", PROPERTY_HINT_RANGE, "0,8192,1,or_greater")); // next_power_of_2 will return a 0 as min value.
|
|
int ref_atlas_subdiv = GLOBAL_DEF_RST("rendering/quality/reflections/atlas_subdiv", 8);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/atlas_subdiv", PropertyInfo(Variant::INT, "rendering/quality/reflections/atlas_subdiv", PROPERTY_HINT_RANGE, "0,32,1,or_greater")); // next_power_of_2 will return a 0 as min value.
|
|
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"));
|
|
root->set_msaa(Viewport::MSAA(msaa_mode));
|
|
|
|
const bool use_fxaa = GLOBAL_DEF("rendering/quality/filters/use_fxaa", false);
|
|
root->set_use_fxaa(use_fxaa);
|
|
|
|
const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
|
|
root->set_transparent_background(transparent_background);
|
|
|
|
const bool use_debanding = GLOBAL_DEF("rendering/quality/filters/use_debanding", false);
|
|
root->set_use_debanding(use_debanding);
|
|
|
|
const float sharpen_intensity = GLOBAL_GET("rendering/quality/filters/sharpen_intensity");
|
|
root->set_sharpen_intensity(sharpen_intensity);
|
|
|
|
GLOBAL_DEF("rendering/quality/depth/hdr", true);
|
|
GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
|
|
|
|
const bool hdr = GLOBAL_GET("rendering/quality/depth/hdr");
|
|
root->set_hdr(hdr);
|
|
|
|
GLOBAL_DEF("rendering/quality/depth/use_32_bpc_depth", false);
|
|
|
|
const bool use_32_bpc_depth = GLOBAL_GET("rendering/quality/depth/use_32_bpc_depth");
|
|
root->set_use_32_bpc_depth(use_32_bpc_depth);
|
|
|
|
VS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world()->get_scenario(), ref_atlas_size, ref_atlas_subdiv);
|
|
|
|
{ //load default fallback environment
|
|
//get possible extensions
|
|
List<String> exts;
|
|
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
|
|
String ext_hint;
|
|
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
|
|
if (ext_hint != String()) {
|
|
ext_hint += ",";
|
|
}
|
|
ext_hint += "*." + E->get();
|
|
}
|
|
//get path
|
|
String env_path = GLOBAL_DEF("rendering/environment/default_environment", "");
|
|
//setup property
|
|
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
|
|
env_path = env_path.strip_edges();
|
|
if (env_path != String()) {
|
|
Ref<Environment> env = ResourceLoader::load(env_path);
|
|
if (env.is_valid()) {
|
|
root->get_world()->set_fallback_environment(env);
|
|
} else {
|
|
if (Engine::get_singleton()->is_editor_hint()) {
|
|
//file was erased, clear the field.
|
|
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
|
|
} else {
|
|
//file was erased, notify user.
|
|
ERR_PRINT(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
stretch_mode = STRETCH_MODE_DISABLED;
|
|
stretch_aspect = STRETCH_ASPECT_IGNORE;
|
|
stretch_scale = 1.0;
|
|
|
|
last_screen_size = OS::get_singleton()->get_window_size();
|
|
_update_root_rect();
|
|
|
|
if (ScriptDebugger::get_singleton()) {
|
|
if (ScriptDebugger::get_singleton()->is_remote()) {
|
|
ScriptDebuggerRemote *remote_debugger = static_cast<ScriptDebuggerRemote *>(ScriptDebugger::get_singleton());
|
|
|
|
remote_debugger->set_scene_tree(this);
|
|
}
|
|
ScriptDebugger::get_singleton()->set_multiplayer(multiplayer);
|
|
}
|
|
|
|
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
edited_scene_root = nullptr;
|
|
#endif
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
|
|
live_edit_root = NodePath("/root");
|
|
|
|
#endif
|
|
}
|
|
|
|
SceneTree::~SceneTree() {
|
|
if (root) {
|
|
root->_set_tree(nullptr);
|
|
root->_propagate_after_exit_branch(true);
|
|
memdelete(root);
|
|
}
|
|
|
|
if (singleton == this) {
|
|
singleton = nullptr;
|
|
}
|
|
}
|