432 lines
14 KiB
C++
432 lines
14 KiB
C++
/**************************************************************************/
|
|
/* scene_tree.h */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/**************************************************************************/
|
|
|
|
#ifndef SCENE_TREE_H
|
|
#define SCENE_TREE_H
|
|
|
|
#include "core/os/main_loop.h"
|
|
#include "core/os/thread_safe.h"
|
|
#include "core/templates/paged_allocator.h"
|
|
#include "core/templates/self_list.h"
|
|
#include "scene/resources/mesh.h"
|
|
|
|
#undef Window
|
|
|
|
class PackedScene;
|
|
class Node;
|
|
class Window;
|
|
class Material;
|
|
class Mesh;
|
|
class MultiplayerAPI;
|
|
class SceneDebugger;
|
|
class Tween;
|
|
class Viewport;
|
|
|
|
class SceneTreeTimer : public RefCounted {
|
|
GDCLASS(SceneTreeTimer, RefCounted);
|
|
|
|
double time_left = 0.0;
|
|
bool process_always = true;
|
|
bool process_in_physics = false;
|
|
bool ignore_time_scale = false;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void set_time_left(double p_time);
|
|
double get_time_left() const;
|
|
|
|
void set_process_always(bool p_process_always);
|
|
bool is_process_always();
|
|
|
|
void set_process_in_physics(bool p_process_in_physics);
|
|
bool is_process_in_physics();
|
|
|
|
void set_ignore_time_scale(bool p_ignore);
|
|
bool is_ignore_time_scale();
|
|
|
|
void release_connections();
|
|
|
|
SceneTreeTimer();
|
|
};
|
|
|
|
class SceneTree : public MainLoop {
|
|
_THREAD_SAFE_CLASS_
|
|
|
|
GDCLASS(SceneTree, MainLoop);
|
|
|
|
public:
|
|
typedef void (*IdleCallback)();
|
|
|
|
private:
|
|
CallQueue::Allocator *process_group_call_queue_allocator = nullptr;
|
|
|
|
struct ProcessGroup {
|
|
CallQueue call_queue;
|
|
Vector<Node *> nodes;
|
|
Vector<Node *> physics_nodes;
|
|
bool node_order_dirty = true;
|
|
bool physics_node_order_dirty = true;
|
|
bool removed = false;
|
|
Node *owner = nullptr;
|
|
uint64_t last_pass = 0;
|
|
};
|
|
|
|
struct ProcessGroupSort {
|
|
_FORCE_INLINE_ bool operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const;
|
|
};
|
|
|
|
PagedAllocator<ProcessGroup, true> group_allocator; // Allocate groups on pages, to enhance cache usage.
|
|
|
|
LocalVector<ProcessGroup *> process_groups;
|
|
bool process_groups_dirty = true;
|
|
LocalVector<ProcessGroup *> local_process_group_cache; // Used when processing to group what needs to
|
|
uint64_t process_last_pass = 1;
|
|
|
|
ProcessGroup default_process_group;
|
|
|
|
bool node_threading_disabled = false;
|
|
|
|
struct Group {
|
|
Vector<Node *> nodes;
|
|
bool changed = false;
|
|
};
|
|
|
|
Window *root = nullptr;
|
|
|
|
uint64_t tree_version = 1;
|
|
double physics_process_time = 0.0;
|
|
double process_time = 0.0;
|
|
bool accept_quit = true;
|
|
bool quit_on_go_back = true;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
bool debug_collisions_hint = false;
|
|
bool debug_paths_hint = false;
|
|
bool debug_navigation_hint = false;
|
|
#endif
|
|
bool paused = false;
|
|
int root_lock = 0;
|
|
|
|
HashMap<StringName, Group> group_map;
|
|
bool _quit = false;
|
|
bool initialized = false;
|
|
|
|
StringName tree_changed_name = "tree_changed";
|
|
StringName node_added_name = "node_added";
|
|
StringName node_removed_name = "node_removed";
|
|
StringName node_renamed_name = "node_renamed";
|
|
|
|
int64_t current_frame = 0;
|
|
int nodes_in_tree_count = 0;
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
Node *edited_scene_root = nullptr;
|
|
#endif
|
|
struct UGCall {
|
|
StringName group;
|
|
StringName call;
|
|
|
|
static uint32_t hash(const UGCall &p_val) {
|
|
return p_val.group.hash() ^ p_val.call.hash();
|
|
}
|
|
bool operator==(const UGCall &p_with) const { return group == p_with.group && call == p_with.call; }
|
|
bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
|
|
};
|
|
|
|
// Safety for when a node is deleted while a group is being called.
|
|
|
|
bool processing = false;
|
|
int nodes_removed_on_group_call_lock = 0;
|
|
HashSet<Node *> nodes_removed_on_group_call; // Skip erased nodes.
|
|
|
|
List<ObjectID> delete_queue;
|
|
|
|
HashMap<UGCall, Vector<Variant>, UGCall> unique_group_calls;
|
|
bool ugc_locked = false;
|
|
void _flush_ugc();
|
|
|
|
_FORCE_INLINE_ void _update_group_order(Group &g);
|
|
|
|
TypedArray<Node> _get_nodes_in_group(const StringName &p_group);
|
|
|
|
Node *current_scene = nullptr;
|
|
Node *prev_scene = nullptr;
|
|
Node *pending_new_scene = nullptr;
|
|
|
|
Color debug_collisions_color;
|
|
Color debug_collision_contact_color;
|
|
Color debug_paths_color;
|
|
float debug_paths_width = 1.0f;
|
|
Ref<ArrayMesh> debug_contact_mesh;
|
|
Ref<Material> debug_paths_material;
|
|
Ref<Material> collision_material;
|
|
int collision_debug_contacts;
|
|
|
|
void _flush_scene_change();
|
|
|
|
List<Ref<SceneTreeTimer>> timers;
|
|
List<Ref<Tween>> tweens;
|
|
|
|
///network///
|
|
|
|
Ref<MultiplayerAPI> multiplayer;
|
|
HashMap<NodePath, Ref<MultiplayerAPI>> custom_multiplayers;
|
|
bool multiplayer_poll = true;
|
|
|
|
static SceneTree *singleton;
|
|
friend class Node;
|
|
|
|
void tree_changed();
|
|
void node_added(Node *p_node);
|
|
void node_removed(Node *p_node);
|
|
void node_renamed(Node *p_node);
|
|
void process_timers(double p_delta, bool p_physics_frame);
|
|
void process_tweens(double p_delta, bool p_physics_frame);
|
|
|
|
Group *add_to_group(const StringName &p_group, Node *p_node);
|
|
void remove_from_group(const StringName &p_group, Node *p_node);
|
|
void make_group_changed(const StringName &p_group);
|
|
|
|
void _process_group(ProcessGroup *p_group, bool p_physics);
|
|
void _process_groups_thread(uint32_t p_index, bool p_physics);
|
|
void _process(bool p_physics);
|
|
|
|
void _remove_process_group(Node *p_node);
|
|
void _add_process_group(Node *p_node);
|
|
void _remove_node_from_process_group(Node *p_node, Node *p_owner);
|
|
void _add_node_to_process_group(Node *p_node, Node *p_owner);
|
|
|
|
void _call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
|
|
void _call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
|
|
|
|
void _flush_delete_queue();
|
|
// Optimization.
|
|
friend class CanvasItem;
|
|
friend class Node3D;
|
|
friend class Viewport;
|
|
|
|
SelfList<Node>::List xform_change_list;
|
|
|
|
#ifdef DEBUG_ENABLED // No live editor in release build.
|
|
friend class LiveEditor;
|
|
#endif
|
|
|
|
enum {
|
|
MAX_IDLE_CALLBACKS = 256
|
|
};
|
|
|
|
static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
|
|
static int idle_callback_count;
|
|
void _call_idle_callbacks();
|
|
|
|
void _main_window_focus_in();
|
|
void _main_window_close();
|
|
void _main_window_go_back();
|
|
|
|
enum CallInputType {
|
|
CALL_INPUT_TYPE_INPUT,
|
|
CALL_INPUT_TYPE_SHORTCUT_INPUT,
|
|
CALL_INPUT_TYPE_UNHANDLED_INPUT,
|
|
CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT,
|
|
};
|
|
|
|
//used by viewport
|
|
void _call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &p_input, Viewport *p_viewport);
|
|
|
|
protected:
|
|
void _notification(int p_notification);
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
enum {
|
|
NOTIFICATION_TRANSFORM_CHANGED = 2000
|
|
};
|
|
|
|
enum GroupCallFlags {
|
|
GROUP_CALL_DEFAULT = 0,
|
|
GROUP_CALL_REVERSE = 1,
|
|
GROUP_CALL_DEFERRED = 2,
|
|
GROUP_CALL_UNIQUE = 4,
|
|
};
|
|
|
|
_FORCE_INLINE_ Window *get_root() const { return root; }
|
|
|
|
void call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount);
|
|
void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
|
|
void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
|
|
|
|
// `notify_group()` is immediate by default since Godot 4.0.
|
|
void notify_group(const StringName &p_group, int p_notification);
|
|
// `set_group()` is immediate by default since Godot 4.0.
|
|
void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
|
|
|
|
template <typename... VarArgs>
|
|
// `call_group()` is immediate by default since Godot 4.0.
|
|
void call_group(const StringName &p_group, const StringName &p_function, VarArgs... p_args) {
|
|
Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
|
|
const Variant *argptrs[sizeof...(p_args) + 1];
|
|
for (uint32_t i = 0; i < sizeof...(p_args); i++) {
|
|
argptrs[i] = &args[i];
|
|
}
|
|
call_group_flagsp(GROUP_CALL_DEFAULT, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
|
|
}
|
|
|
|
template <typename... VarArgs>
|
|
void call_group_flags(uint32_t p_flags, const StringName &p_group, const StringName &p_function, VarArgs... p_args) {
|
|
Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
|
|
const Variant *argptrs[sizeof...(p_args) + 1];
|
|
for (uint32_t i = 0; i < sizeof...(p_args); i++) {
|
|
argptrs[i] = &args[i];
|
|
}
|
|
call_group_flagsp(p_flags, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
|
|
}
|
|
|
|
void flush_transform_notifications();
|
|
|
|
virtual void initialize() override;
|
|
|
|
virtual bool physics_process(double p_time) override;
|
|
virtual bool process(double p_time) override;
|
|
|
|
virtual void finalize() override;
|
|
|
|
bool is_auto_accept_quit() const;
|
|
void set_auto_accept_quit(bool p_enable);
|
|
|
|
bool is_quit_on_go_back() const;
|
|
void set_quit_on_go_back(bool p_enable);
|
|
|
|
void quit(int p_exit_code = EXIT_SUCCESS);
|
|
|
|
_FORCE_INLINE_ double get_physics_process_time() const { return physics_process_time; }
|
|
_FORCE_INLINE_ double get_process_time() const { return process_time; }
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
bool is_node_being_edited(const Node *p_node) const;
|
|
#else
|
|
bool is_node_being_edited(const Node *p_node) const { return false; }
|
|
#endif
|
|
|
|
void set_pause(bool p_enabled);
|
|
bool is_paused() const;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
void set_debug_collisions_hint(bool p_enabled);
|
|
bool is_debugging_collisions_hint() const;
|
|
|
|
void set_debug_paths_hint(bool p_enabled);
|
|
bool is_debugging_paths_hint() const;
|
|
|
|
void set_debug_navigation_hint(bool p_enabled);
|
|
bool is_debugging_navigation_hint() const;
|
|
#else
|
|
void set_debug_collisions_hint(bool p_enabled) {}
|
|
bool is_debugging_collisions_hint() const { return false; }
|
|
|
|
void set_debug_paths_hint(bool p_enabled) {}
|
|
bool is_debugging_paths_hint() const { return false; }
|
|
|
|
void set_debug_navigation_hint(bool p_enabled) {}
|
|
bool is_debugging_navigation_hint() const { return false; }
|
|
#endif
|
|
|
|
void set_debug_collisions_color(const Color &p_color);
|
|
Color get_debug_collisions_color() const;
|
|
|
|
void set_debug_collision_contact_color(const Color &p_color);
|
|
Color get_debug_collision_contact_color() const;
|
|
|
|
void set_debug_paths_color(const Color &p_color);
|
|
Color get_debug_paths_color() const;
|
|
|
|
void set_debug_paths_width(float p_width);
|
|
float get_debug_paths_width() const;
|
|
|
|
Ref<Material> get_debug_paths_material();
|
|
Ref<Material> get_debug_collision_material();
|
|
Ref<ArrayMesh> get_debug_contact_mesh();
|
|
|
|
int get_collision_debug_contact_count() { return collision_debug_contacts; }
|
|
|
|
int64_t get_frame() const;
|
|
|
|
int get_node_count() const;
|
|
|
|
void queue_delete(Object *p_object);
|
|
|
|
void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
|
|
Node *get_first_node_in_group(const StringName &p_group);
|
|
bool has_group(const StringName &p_identifier) const;
|
|
|
|
//void change_scene(const String& p_path);
|
|
//Node *get_loaded_scene();
|
|
|
|
void set_edited_scene_root(Node *p_node);
|
|
Node *get_edited_scene_root() const;
|
|
|
|
void set_current_scene(Node *p_scene);
|
|
Node *get_current_scene() const;
|
|
Error change_scene_to_file(const String &p_path);
|
|
Error change_scene_to_packed(const Ref<PackedScene> &p_scene);
|
|
Error reload_current_scene();
|
|
void unload_current_scene();
|
|
|
|
Ref<SceneTreeTimer> create_timer(double p_delay_sec, bool p_process_always = true, bool p_process_in_physics = false, bool p_ignore_time_scale = false);
|
|
Ref<Tween> create_tween();
|
|
TypedArray<Tween> get_processed_tweens();
|
|
|
|
//used by Main::start, don't use otherwise
|
|
void add_current_scene(Node *p_current);
|
|
|
|
static SceneTree *get_singleton() { return singleton; }
|
|
|
|
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
|
|
|
|
//network API
|
|
|
|
Ref<MultiplayerAPI> get_multiplayer(const NodePath &p_for_path = NodePath()) const;
|
|
void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer, const NodePath &p_root_path = NodePath());
|
|
void set_multiplayer_poll_enabled(bool p_enabled);
|
|
bool is_multiplayer_poll_enabled() const;
|
|
|
|
static void add_idle_callback(IdleCallback p_callback);
|
|
|
|
void set_disable_node_threading(bool p_disable);
|
|
//default texture settings
|
|
|
|
SceneTree();
|
|
~SceneTree();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
|
|
|
|
#endif // SCENE_TREE_H
|