d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
345 lines
10 KiB
C++
345 lines
10 KiB
C++
/*************************************************************************/
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/* node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef NODE_H
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#define NODE_H
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#include "object.h"
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#include "path_db.h"
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#include "map.h"
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#include "object_type_db.h"
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#include "script_language.h"
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#include "scene/main/scene_main_loop.h"
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class Viewport;
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class SceneState;
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class Node : public Object {
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OBJ_TYPE( Node, Object );
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OBJ_CATEGORY("Nodes");
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public:
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enum PauseMode {
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PAUSE_MODE_INHERIT,
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PAUSE_MODE_STOP,
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PAUSE_MODE_PROCESS
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};
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struct Comparator {
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bool operator()(const Node* p_a, const Node* p_b) const { return p_b->is_greater_than(p_a); }
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};
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private:
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struct GroupData {
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bool persistent;
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SceneTree::Group *group;
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GroupData() { persistent=false; }
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};
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struct Data {
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String filename;
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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HashMap<NodePath,int> editable_instances;
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Node *parent;
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Node *owner;
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Vector<Node*> children; // list of children
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int pos;
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int depth;
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int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name;
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SceneTree *tree;
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bool inside_tree;
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bool ready_notified;
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#ifdef TOOLS_ENABLED
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NodePath import_path; //path used when imported, used by scene editors to keep tracking
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#endif
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Viewport *viewport;
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Map< StringName, GroupData> grouped;
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List<Node*>::Element *OW; // owned element
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List<Node*> owned;
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PauseMode pause_mode;
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Node *pause_owner;
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// variables used to properly sort the node when processing, ignored otherwise
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//should move all the stuff below to bits
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bool fixed_process;
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bool idle_process;
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bool input;
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bool unhandled_input;
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bool unhandled_key_input;
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bool parent_owned;
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bool in_constructor;
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bool use_placeholder;
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bool display_folded;
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} data;
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void _print_tree(const Node *p_node);
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virtual bool _use_builtin_script() const { return true; }
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Node *_get_node(const NodePath& p_path) const;
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Node *_get_child_by_name(const StringName& p_name) const;
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void _replace_connections_target(Node* p_new_target);
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void _validate_child_name(Node *p_name, bool p_force_human_readable=false);
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
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void _propagate_enter_tree();
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void _propagate_ready();
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void _propagate_exit_tree();
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void _propagate_validate_owner();
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void _print_stray_nodes();
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void _propagate_pause_owner(Node*p_owner);
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Array _get_node_and_resource(const NodePath& p_path);
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void _duplicate_signals(const Node* p_original,Node* p_copy) const;
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void _duplicate_and_reown(Node* p_new_parent, const Map<Node*,Node*>& p_reown_map) const;
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Node *_duplicate(bool p_use_instancing) const;
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Array _get_children() const;
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Array _get_groups() const;
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friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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protected:
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void _block() { data.blocked++; }
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void _unblock() { data.blocked--; }
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void _notification(int p_notification);
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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virtual void move_child_notify(Node *p_child);
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//void remove_and_delete_child(Node *p_child);
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void _propagate_replace_owner(Node *p_owner,Node* p_by_owner);
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static void _bind_methods();
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friend class SceneState;
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void _add_child_nocheck(Node* p_child,const StringName& p_name);
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void _set_owner_nocheck(Node* p_owner);
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void _set_name_nocheck(const StringName& p_name);
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public:
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enum {
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// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE=10,
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NOTIFICATION_EXIT_TREE =11,
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NOTIFICATION_MOVED_IN_PARENT =12,
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NOTIFICATION_READY=13,
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//NOTIFICATION_PARENT_DECONFIGURED =15, - it's confusing, it's going away
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NOTIFICATION_PAUSED=14,
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NOTIFICATION_UNPAUSED=15,
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NOTIFICATION_FIXED_PROCESS = 16,
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NOTIFICATION_PROCESS = 17,
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NOTIFICATION_PARENTED=18,
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NOTIFICATION_UNPARENTED=19,
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NOTIFICATION_INSTANCED=20,
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NOTIFICATION_DRAG_BEGIN=21,
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NOTIFICATION_DRAG_END=22,
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};
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/* NODE/TREE */
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StringName get_name() const;
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void set_name(const String& p_name);
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void add_child(Node *p_child,bool p_legible_unique_name=false);
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void add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name=false);
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void remove_child(Node *p_child);
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int get_child_count() const;
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Node *get_child(int p_index) const;
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bool has_node(const NodePath& p_path) const;
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Node *get_node(const NodePath& p_path) const;
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Node* find_node(const String& p_mask,bool p_recursive=true,bool p_owned=true) const;
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bool has_node_and_resource(const NodePath& p_path) const;
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Node *get_node_and_resource(const NodePath& p_path,RES& r_res) const;
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Node *get_parent() const;
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_FORCE_INLINE_ SceneTree *get_tree() const { ERR_FAIL_COND_V( !data.tree, NULL ); return data.tree; }
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_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
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bool is_a_parent_of(const Node *p_node) const;
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bool is_greater_than(const Node *p_node) const;
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NodePath get_path() const;
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NodePath get_path_to(const Node *p_node) const;
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Node* find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName& p_identifier,bool p_persistent=false);
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void remove_from_group(const StringName& p_identifier);
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bool is_in_group(const StringName& p_identifier) const;
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struct GroupInfo {
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StringName name;
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bool persistent;
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};
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void get_groups(List<GroupInfo> *p_groups) const;
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bool has_persistent_groups() const;
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void move_child(Node *p_child,int p_pos);
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void raise();
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void set_owner(Node *p_owner);
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Node *get_owner() const;
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void get_owned_by(Node *p_by,List<Node*> *p_owned);
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void remove_and_skip();
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int get_index() const;
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void print_tree();
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void set_filename(const String& p_filename);
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String get_filename() const;
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void set_editable_instance(Node* p_node,bool p_editable);
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bool is_editable_instance(Node* p_node) const;
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void set_editable_instances(const HashMap<NodePath,int>& p_editable_instances);
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HashMap<NodePath,int> get_editable_instances() const;
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/* NOTIFICATIONS */
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void propagate_notification(int p_notification);
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/* PROCESSING */
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void set_fixed_process(bool p_process);
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float get_fixed_process_delta_time() const;
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bool is_fixed_processing() const;
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void set_process(bool p_process);
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float get_process_delta_time() const;
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bool is_processing() const;
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void set_process_input(bool p_enable);
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bool is_processing_input() const;
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void set_process_unhandled_input(bool p_enable);
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bool is_processing_unhandled_input() const;
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void set_process_unhandled_key_input(bool p_enable);
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bool is_processing_unhandled_key_input() const;
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int get_position_in_parent() const;
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Node *duplicate(bool p_use_instancing=false) const;
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Node *duplicate_and_reown(const Map<Node*,Node*>& p_reown_map) const;
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//Node *clone_tree() const;
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// used by editors, to save what has changed only
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void set_scene_instance_state(const Ref<SceneState>& p_state);
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Ref<SceneState> get_scene_instance_state() const;
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void set_scene_inherited_state(const Ref<SceneState>& p_state);
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Ref<SceneState> get_scene_inherited_state() const;
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void set_scene_instance_load_placeholder(bool p_enable);
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bool get_scene_instance_load_placeholder() const;
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static Vector<Variant> make_binds(VARIANT_ARG_LIST);
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void replace_by(Node* p_node,bool p_keep_data=false);
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void set_pause_mode(PauseMode p_mode);
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PauseMode get_pause_mode() const;
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bool can_process() const;
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static void print_stray_nodes();
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String validate_child_name(const String& p_name) const;
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void queue_delete();
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//shitty hacks for speed
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static void set_human_readable_collision_renaming(bool p_enabled);
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static void init_node_hrcr();
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void force_parent_owned() { data.parent_owned=true; } //hack to avoid duplicate nodes
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#ifdef TOOLS_ENABLED
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void set_import_path(const NodePath& p_import_path); //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path() const;
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#endif
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bool is_owned_by_parent() const;
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void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
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void clear_internal_tree_resource_paths();
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_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
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virtual String get_configuration_warning() const;
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void update_configuration_warning();
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void set_display_folded(bool p_folded);
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bool is_displayed_folded() const;
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/* CANVAS */
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Node();
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~Node();
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};
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typedef Set<Node*,Node::Comparator> NodeSet;
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#endif
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