virtualx-engine/scene/main/scene_tree.h
Nickolai Korshunov 83f065c0ef Ensure that SceneTree is initialized and finalized at correct time
SceneTree should be fully initialized before any tree operation with any node and finalized only after all nodes exited tree.
2023-06-20 23:47:02 +03:00

429 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;
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;
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 _change_scene(Node *p_to);
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