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
)
360 lines
13 KiB
C++
360 lines
13 KiB
C++
/*************************************************************************/
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/* scene_main_loop.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 SCENE_MAIN_LOOP_H
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#define SCENE_MAIN_LOOP_H
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#include "os/main_loop.h"
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#include "scene/resources/world.h"
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#include "scene/resources/world_2d.h"
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#include "os/thread_safe.h"
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#include "self_list.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SceneTree;
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class PackedScene;
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class Node;
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class Viewport;
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class Material;
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class Mesh;
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class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
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OBJ_TYPE( SceneTree, MainLoop );
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public:
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enum StretchMode {
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STRETCH_MODE_DISABLED,
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STRETCH_MODE_2D,
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STRETCH_MODE_VIEWPORT,
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};
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enum StretchAspect {
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STRETCH_ASPECT_IGNORE,
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STRETCH_ASPECT_KEEP,
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STRETCH_ASPECT_KEEP_WIDTH,
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STRETCH_ASPECT_KEEP_HEIGHT,
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};
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private:
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struct Group {
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Vector<Node*> nodes;
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//uint64_t last_tree_version;
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bool changed;
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Group() { changed=false; };
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};
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Viewport *root;
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uint64_t tree_version;
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float fixed_process_time;
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float idle_process_time;
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bool accept_quit;
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uint32_t last_id;
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bool editor_hint;
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bool debug_collisions_hint;
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bool debug_navigation_hint;
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bool pause;
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int root_lock;
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Map<StringName,Group> group_map;
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bool _quit;
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bool initialized;
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bool input_handled;
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Size2 last_screen_size;
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StringName tree_changed_name;
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StringName node_removed_name;
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int64_t current_frame;
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int node_count;
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#ifdef TOOLS_ENABLED
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Node *edited_scene_root;
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#endif
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struct UGCall {
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StringName group;
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StringName call;
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bool operator<(const UGCall& p_with) const { return group==p_with.group?call<p_with.call:group<p_with.group; }
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};
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//safety for when a node is deleted while a group is being called
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int call_lock;
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Set<Node*> call_skip; //skip erased nodes
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StretchMode stretch_mode;
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StretchAspect stretch_aspect;
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Size2i stretch_min;
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void _update_root_rect();
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List<ObjectID> delete_queue;
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Map<UGCall,Vector<Variant> > unique_group_calls;
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bool ugc_locked;
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void _flush_ugc();
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void _flush_transform_notifications();
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_FORCE_INLINE_ void _update_group_order(Group& g);
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void _update_listener();
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Array _get_nodes_in_group(const StringName& p_group);
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Node *current_scene;
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Color debug_collisions_color;
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Color debug_collision_contact_color;
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Color debug_navigation_color;
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Color debug_navigation_disabled_color;
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Ref<Mesh> debug_contact_mesh;
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Ref<Material> navigation_material;
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Ref<Material> navigation_disabled_material;
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Ref<Material> collision_material;
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int collision_debug_contacts;
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void _change_scene(Node* p_to);
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//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
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static SceneTree *singleton;
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friend class Node;
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void tree_changed();
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void node_removed(Node *p_node);
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Group* add_to_group(const StringName& p_group, Node *p_node);
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void remove_from_group(const StringName& p_group, Node *p_node);
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void _notify_group_pause(const StringName& p_group,int p_notification);
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void _call_input_pause(const StringName& p_group,const StringName& p_method,const InputEvent& p_input);
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Variant _call_group(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
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static void _debugger_request_tree(void *self);
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void _flush_delete_queue();
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//optimization
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friend class CanvasItem;
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friend class Spatial;
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friend class Viewport;
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SelfList<Node>::List xform_change_list;
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#ifdef DEBUG_ENABLED
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Map<int,NodePath> live_edit_node_path_cache;
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Map<int,String> live_edit_resource_cache;
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NodePath live_edit_root;
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String live_edit_scene;
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Map<String,Set<Node*> > live_scene_edit_cache;
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Map<Node*,Map<ObjectID,Node*> > live_edit_remove_list;
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ScriptDebugger::LiveEditFuncs live_edit_funcs;
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void _live_edit_node_path_func(const NodePath &p_path,int p_id) ;
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void _live_edit_res_path_func(const String &p_path,int p_id) ;
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void _live_edit_node_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
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void _live_edit_node_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
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void _live_edit_node_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
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void _live_edit_res_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
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void _live_edit_res_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
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void _live_edit_res_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
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void _live_edit_root_func(const NodePath& p_scene_path,const String& p_scene_from) ;
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void _live_edit_create_node_func(const NodePath& p_parent,const String& p_type,const String& p_name);
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void _live_edit_instance_node_func(const NodePath& p_parent,const String& p_path,const String& p_name);
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void _live_edit_remove_node_func(const NodePath& p_at);
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void _live_edit_remove_and_keep_node_func(const NodePath& p_at,ObjectID p_keep_id);
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void _live_edit_restore_node_func(ObjectID p_id,const NodePath& p_at,int p_at_pos);
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void _live_edit_duplicate_node_func(const NodePath& p_at,const String& p_new_name);
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void _live_edit_reparent_node_func(const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos);
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static void _live_edit_node_path_funcs(void *self,const NodePath &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_path_func(p_path,p_id); }
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static void _live_edit_res_path_funcs(void *self,const String &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_path_func(p_path,p_id); }
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static void _live_edit_node_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_func(p_id,p_prop,p_value); }
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static void _live_edit_node_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_res_func(p_id,p_prop,p_value); }
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static void _live_edit_node_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_call_func(p_id,p_method,VARIANT_ARG_PASS); }
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static void _live_edit_res_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_func(p_id,p_prop,p_value); }
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static void _live_edit_res_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_res_func(p_id,p_prop,p_value); }
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static void _live_edit_res_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_call_func(p_id,p_method,VARIANT_ARG_PASS); }
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static void _live_edit_root_funcs(void *self, const NodePath& p_scene_path,const String& p_scene_from) { reinterpret_cast<SceneTree*>(self)->_live_edit_root_func(p_scene_path,p_scene_from); }
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static void _live_edit_create_node_funcs(void* self,const NodePath& p_parent,const String& p_type,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_create_node_func(p_parent,p_type,p_name); }
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static void _live_edit_instance_node_funcs(void* self,const NodePath& p_parent,const String& p_path,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_instance_node_func(p_parent,p_path,p_name); }
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static void _live_edit_remove_node_funcs(void* self,const NodePath& p_at) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_node_func(p_at); }
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static void _live_edit_remove_and_keep_node_funcs(void* self,const NodePath& p_at,ObjectID p_keep_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_and_keep_node_func(p_at,p_keep_id); }
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static void _live_edit_restore_node_funcs(void* self,ObjectID p_id,const NodePath& p_at,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_restore_node_func(p_id,p_at,p_at_pos); }
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static void _live_edit_duplicate_node_funcs(void* self,const NodePath& p_at,const String& p_new_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_duplicate_node_func(p_at,p_new_name); }
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static void _live_edit_reparent_node_funcs(void* self,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_reparent_node_func(p_at,p_new_place,p_new_name,p_at_pos); }
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#endif
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protected:
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void _notification(int p_notification);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED=29
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};
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enum CallGroupFlags {
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GROUP_CALL_DEFAULT=0,
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GROUP_CALL_REVERSE=1,
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GROUP_CALL_REALTIME=2,
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GROUP_CALL_UNIQUE=4,
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GROUP_CALL_MULIILEVEL=8,
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};
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_FORCE_INLINE_ Viewport *get_root() const { return root; }
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uint32_t get_last_event_id() const;
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void call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,VARIANT_ARG_LIST);
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void notify_group(uint32_t p_call_flags,const StringName& p_group,int p_notification);
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void set_group(uint32_t p_call_flags,const StringName& p_group,const String& p_name,const Variant& p_value);
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virtual void input_text( const String& p_text );
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virtual void input_event( const InputEvent& p_event );
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virtual void init();
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virtual bool iteration(float p_time);
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virtual bool idle(float p_time);
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virtual void finish();
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void set_auto_accept_quit(bool p_enable);
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void quit();
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void set_input_as_handled();
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_FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; }
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_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }
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void set_editor_hint(bool p_enabled);
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bool is_editor_hint() const;
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bool is_node_being_edited(const Node* p_node) const;
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void set_pause(bool p_enabled);
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bool is_paused() const;
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void set_camera(const RID& p_camera);
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RID get_camera() const;
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void set_debug_collisions_hint(bool p_enabled);
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bool is_debugging_collisions_hint() const;
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void set_debug_navigation_hint(bool p_enabled);
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bool is_debugging_navigation_hint() const;
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void set_debug_collisions_color(const Color& p_color);
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Color get_debug_collisions_color() const;
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void set_debug_collision_contact_color(const Color& p_color);
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Color get_debug_collision_contact_color() const;
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void set_debug_navigation_color(const Color& p_color);
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Color get_debug_navigation_color() const;
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void set_debug_navigation_disabled_color(const Color& p_color);
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Color get_debug_navigation_disabled_color() const;
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Ref<Material> get_debug_navigation_material();
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Ref<Material> get_debug_navigation_disabled_material();
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Ref<Material> get_debug_collision_material();
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Ref<Mesh> get_debug_contact_mesh();
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int get_collision_debug_contact_count() { return collision_debug_contacts; }
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int64_t get_frame() const;
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int get_node_count() const;
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void queue_delete(Object *p_object);
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void get_nodes_in_group(const StringName& p_group,List<Node*> *p_list);
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bool has_group(const StringName& p_identifier) const;
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void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize);
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//void change_scene(const String& p_path);
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//Node *get_loaded_scene();
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#ifdef TOOLS_ENABLED
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void set_edited_scene_root(Node *p_node);
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Node *get_edited_scene_root() const;
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#endif
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void set_current_scene(Node* p_scene);
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Node* get_current_scene() const;
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Error change_scene(const String& p_path);
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Error change_scene_to(const Ref<PackedScene>& p_scene);
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Error reload_current_scene();
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//used by Main::start, don't use otherwise
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void add_current_scene(Node * p_current);
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static SceneTree* get_singleton() { return singleton; }
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void drop_files(const Vector<String>& p_files,int p_from_screen=0);
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SceneTree();
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~SceneTree();
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};
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VARIANT_ENUM_CAST( SceneTree::StretchMode );
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VARIANT_ENUM_CAST( SceneTree::StretchAspect );
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#endif
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