virtualx-engine/scene/3d/room_group.cpp
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00

97 lines
4 KiB
C++

/*************************************************************************/
/* room_group.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "room_group.h"
#include "room.h"
#include "room_manager.h"
void RoomGroup::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_roomgroup_priority", "p_priority"), &RoomGroup::set_roomgroup_priority);
ClassDB::bind_method(D_METHOD("get_roomgroup_priority"), &RoomGroup::get_roomgroup_priority);
ADD_PROPERTY(PropertyInfo(Variant::INT, "roomgroup_priority", PROPERTY_HINT_RANGE, "-16,16,1", PROPERTY_USAGE_DEFAULT), "set_roomgroup_priority", "get_roomgroup_priority");
}
RoomGroup::RoomGroup() {
_room_group_rid = RID_PRIME(VisualServer::get_singleton()->roomgroup_create());
}
RoomGroup::~RoomGroup() {
if (_room_group_rid != RID()) {
VisualServer::get_singleton()->free(_room_group_rid);
}
}
String RoomGroup::get_configuration_warning() const {
String warning = Spatial::get_configuration_warning();
if (Room::detect_nodes_of_type<RoomManager>(this)) {
if (!warning.empty()) {
warning += "\n\n";
}
warning += TTR("The RoomManager should not be placed inside a RoomGroup.");
}
return warning;
}
void RoomGroup::clear() {
_roomgroup_ID = -1;
}
void RoomGroup::add_room(Room *p_room) {
VisualServer::get_singleton()->roomgroup_add_room(_room_group_rid, p_room->_room_rid);
}
// extra editor links to the room manager to allow unloading
// on change, or re-converting
void RoomGroup::_changed() {
#ifdef TOOLS_ENABLED
RoomManager *rm = RoomManager::active_room_manager;
if (!rm) {
return;
}
rm->_rooms_changed("changed RoomGroup " + get_name());
#endif
}
void RoomGroup::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
ERR_FAIL_COND(get_world().is_null());
VisualServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, get_world()->get_scenario());
} break;
case NOTIFICATION_EXIT_WORLD: {
VisualServer::get_singleton()->roomgroup_set_scenario(_room_group_rid, RID());
} break;
}
}