virtualx-engine/scene/resources/scene_preloader.h
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00

97 lines
3.4 KiB
C++

/*************************************************************************/
/* scene_preloader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_PRELOADER_H
#define SCENE_PRELOADER_H
#include "resource.h"
#include "scene/main/node.h"
class ScenePreloader : public Resource {
OBJ_TYPE(ScenePreloader, Resource);
Vector<StringName> names;
Vector<Variant> variants;
//missing - instances
//missing groups
//missing - owner
//missing - override names and values
struct NodeData {
int parent;
int type;
int name;
struct Property {
int name;
int value;
};
Vector<Property> properties;
};
Vector<NodeData> nodes;
struct ConnectionData {
int from;
int to;
int signal;
int method;
Vector<int> binds;
};
Vector<ConnectionData> connections;
void _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);
void _parse_connections(Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher> &variant_map, Map<Node *, int> &node_map, bool p_instance);
String path;
void _set_bundled_scene(const Dictionary &p_scene);
Dictionary _get_bundled_scene() const;
protected:
static void _bind_methods();
public:
Error load_scene(const String &p_path);
String get_scene_path() const;
void clear();
bool can_instance() const;
Node *instance() const;
ScenePreloader();
};
#endif // SCENE_PRELOADER_H