078a474135
BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
187 lines
5.7 KiB
C++
187 lines
5.7 KiB
C++
/*************************************************************************/
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/* packed_scene.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) 2007-2015 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 PACKED_SCENE_H
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#define PACKED_SCENE_H
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#include "resource.h"
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#include "scene/main/node.h"
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class SceneState : public Reference {
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OBJ_TYPE( SceneState, Reference );
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Vector<StringName> names;
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Vector<Variant> variants;
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Vector<NodePath> node_paths;
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Vector<NodePath> editable_instances;
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mutable HashMap<NodePath,int> node_path_cache;
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mutable Map<int,int> base_scene_node_remap;
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int base_scene_idx;
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enum {
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FLAG_ID_IS_PATH=(1<<30),
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FLAG_INSTANCE_IS_PLACEHOLDER=(1<<30),
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FLAG_MASK=(1<<24)-1,
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NO_PARENT_SAVED=0x7FFFFFFF,
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TYPE_INSTANCED=0x7FFFFFFF,
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};
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struct NodeData {
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int parent;
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int owner;
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int type;
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int name;
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int instance;
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struct Property {
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int name;
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int value;
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};
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Vector<Property> properties;
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Vector<int> groups;
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};
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struct PackState {
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Ref<SceneState> state;
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int node;
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PackState() { node=-1; }
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};
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Vector<NodeData> nodes;
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struct ConnectionData {
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int from;
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int to;
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int signal;
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int method;
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int flags;
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Vector<int> binds;
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};
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Vector<ConnectionData> connections;
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Error _parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map);
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Error _parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map);
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String path;
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_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
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static bool disable_placeholders;
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public:
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static void set_disable_placeholders(bool p_disable);
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int find_node_by_path(const NodePath& p_node) const;
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Variant get_property_value(int p_node,const StringName& p_property,bool &found) const;
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bool is_node_in_group(int p_node,const StringName& p_group) const;
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bool is_connection(int p_node,const StringName& p_signal,int p_to_node,const StringName& p_to_method) const;
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void set_bundled_scene(const Dictionary& p_dictionary);
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Dictionary get_bundled_scene() const;
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Error pack(Node *p_scene);
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void set_path(const String &p_path);
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String get_path() const;
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void clear();
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bool can_instance() const;
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Node *instance(bool p_gen_edit_state=false) const;
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//build-unbuild API
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int get_node_count() const;
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StringName get_node_type(int p_idx) const;
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StringName get_node_name(int p_idx) const;
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NodePath get_node_path(int p_idx,bool p_for_parent=false) const;
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NodePath get_node_owner_path(int p_idx) const;
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Ref<PackedScene> get_node_instance(int p_idx) const;
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Vector<StringName> get_node_groups(int p_idx) const;
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int get_node_property_count(int p_idx) const;
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StringName get_node_property_name(int p_idx,int p_prop) const;
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Variant get_node_property_value(int p_idx,int p_prop) const;
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int get_connection_count() const;
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NodePath get_connection_source(int p_idx) const;
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StringName get_connection_signal(int p_idx) const;
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NodePath get_connection_target(int p_idx) const;
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StringName get_connection_method(int p_idx) const;
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int get_connection_flags(int p_idx) const;
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Array get_connection_binds(int p_idx) const;
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Vector<NodePath> get_editable_instances() const;
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SceneState();
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};
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class PackedScene : public Resource {
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OBJ_TYPE(PackedScene, Resource );
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RES_BASE_EXTENSION("scn");
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Ref<SceneState> state;
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void _set_bundled_scene(const Dictionary& p_scene);
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Dictionary _get_bundled_scene() const;
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protected:
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static void _bind_methods();
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public:
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Error pack(Node *p_scene);
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void clear();
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bool can_instance() const;
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Node *instance(bool p_gen_edit_state=false) const;
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virtual void set_path(const String& p_path,bool p_take_over=false);
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Ref<SceneState> get_state();
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PackedScene();
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};
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#endif // SCENE_PRELOADER_H
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