virtualx-engine/scene/main/node.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

536 lines
20 KiB
C++

/**************************************************************************/
/* node.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 NODE_H
#define NODE_H
#include "core/string/node_path.h"
#include "core/templates/rb_map.h"
#include "core/variant/typed_array.h"
#include "scene/main/scene_tree.h"
class Viewport;
class SceneState;
class Tween;
class PropertyTweener;
class Node : public Object {
GDCLASS(Node, Object);
public:
enum ProcessMode {
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_PAUSABLE, // process only if not paused
PROCESS_MODE_WHEN_PAUSED, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
};
enum DuplicateFlags {
DUPLICATE_SIGNALS = 1,
DUPLICATE_GROUPS = 2,
DUPLICATE_SCRIPTS = 4,
DUPLICATE_USE_INSTANTIATION = 8,
#ifdef TOOLS_ENABLED
DUPLICATE_FROM_EDITOR = 16,
#endif
};
enum NameCasing {
NAME_CASING_PASCAL_CASE,
NAME_CASING_CAMEL_CASE,
NAME_CASING_SNAKE_CASE
};
enum InternalMode {
INTERNAL_MODE_DISABLED,
INTERNAL_MODE_FRONT,
INTERNAL_MODE_BACK,
};
struct Comparator {
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
};
struct ComparatorWithPriority {
bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
};
static int orphan_node_count;
private:
struct GroupData {
bool persistent = false;
SceneTree::Group *group = nullptr;
};
// This Data struct is to avoid namespace pollution in derived classes.
struct Data {
String scene_file_path;
Ref<SceneState> instance_state;
Ref<SceneState> inherited_state;
Node *parent = nullptr;
Node *owner = nullptr;
Vector<Node *> children;
HashMap<StringName, Node *> owned_unique_nodes;
bool unique_name_in_owner = false;
int internal_children_front = 0;
int internal_children_back = 0;
int index = -1;
int depth = -1;
int blocked = 0; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
StringName name;
SceneTree *tree = nullptr;
bool inside_tree = false;
bool ready_notified = false; // This is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification.
bool ready_first = true;
#ifdef TOOLS_ENABLED
NodePath import_path; // Path used when imported, used by scene editors to keep tracking.
#endif
String editor_description;
Viewport *viewport = nullptr;
HashMap<StringName, GroupData> grouped;
List<Node *>::Element *OW = nullptr; // Owned element.
List<Node *> owned;
ProcessMode process_mode = PROCESS_MODE_INHERIT;
Node *process_owner = nullptr;
int multiplayer_authority = 1; // Server by default.
Variant rpc_config;
// Variables used to properly sort the node when processing, ignored otherwise.
// TODO: Should move all the stuff below to bits.
bool physics_process = false;
bool process = false;
int process_priority = 0;
bool physics_process_internal = false;
bool process_internal = false;
bool input = false;
bool shortcut_input = false;
bool unhandled_input = false;
bool unhandled_key_input = false;
bool parent_owned = false;
bool in_constructor = true;
bool use_placeholder = false;
bool display_folded = false;
bool editable_instance = false;
mutable NodePath *path_cache = nullptr;
} data;
Ref<MultiplayerAPI> multiplayer;
void _print_tree_pretty(const String &prefix, const bool last);
void _print_tree(const Node *p_node);
Node *_get_child_by_name(const StringName &p_name) const;
void _replace_connections_target(Node *p_new_target);
void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
void _generate_serial_child_name(const Node *p_child, StringName &name) const;
void _propagate_reverse_notification(int p_notification);
void _propagate_deferred_notification(int p_notification, bool p_reverse);
void _propagate_enter_tree();
void _propagate_ready();
void _propagate_exit_tree();
void _propagate_after_exit_tree();
void _propagate_process_owner(Node *p_owner, int p_pause_notification, int p_enabled_notification);
void _propagate_groups_dirty();
Array _get_node_and_resource(const NodePath &p_path);
void _duplicate_signals(const Node *p_original, Node *p_copy) const;
Node *_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap = nullptr) const;
TypedArray<Node> _get_children(bool p_include_internal = true) const;
TypedArray<StringName> _get_groups() const;
Error _rpc_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
Error _rpc_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
_FORCE_INLINE_ bool _is_internal_front() const { return data.parent && data.index < data.parent->data.internal_children_front; }
_FORCE_INLINE_ bool _is_internal_back() const { return data.parent && data.index >= data.parent->data.children.size() - data.parent->data.internal_children_back; }
friend class SceneTree;
void _set_tree(SceneTree *p_tree);
void _propagate_pause_notification(bool p_enable);
_FORCE_INLINE_ bool _can_process(bool p_paused) const;
_FORCE_INLINE_ bool _is_enabled() const;
void _release_unique_name_in_owner();
void _acquire_unique_name_in_owner();
protected:
void _block() { data.blocked++; }
void _unblock() { data.blocked--; }
void _notification(int p_notification);
virtual void add_child_notify(Node *p_child);
virtual void remove_child_notify(Node *p_child);
virtual void move_child_notify(Node *p_child);
virtual void owner_changed_notify();
void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
static void _bind_methods();
static String _get_name_num_separator();
friend class SceneState;
void _add_child_nocheck(Node *p_child, const StringName &p_name);
void _set_owner_nocheck(Node *p_owner);
void _set_name_nocheck(const StringName &p_name);
//call from SceneTree
void _call_input(const Ref<InputEvent> &p_event);
void _call_shortcut_input(const Ref<InputEvent> &p_event);
void _call_unhandled_input(const Ref<InputEvent> &p_event);
void _call_unhandled_key_input(const Ref<InputEvent> &p_event);
protected:
virtual void input(const Ref<InputEvent> &p_event);
virtual void shortcut_input(const Ref<InputEvent> &p_key_event);
virtual void unhandled_input(const Ref<InputEvent> &p_event);
virtual void unhandled_key_input(const Ref<InputEvent> &p_key_event);
GDVIRTUAL1(_process, double)
GDVIRTUAL1(_physics_process, double)
GDVIRTUAL0(_enter_tree)
GDVIRTUAL0(_exit_tree)
GDVIRTUAL0(_ready)
GDVIRTUAL0RC(Vector<String>, _get_configuration_warnings)
GDVIRTUAL1(_input, Ref<InputEvent>)
GDVIRTUAL1(_shortcut_input, Ref<InputEvent>)
GDVIRTUAL1(_unhandled_input, Ref<InputEvent>)
GDVIRTUAL1(_unhandled_key_input, Ref<InputEvent>)
public:
enum {
// you can make your own, but don't use the same numbers as other notifications in other nodes
NOTIFICATION_ENTER_TREE = 10,
NOTIFICATION_EXIT_TREE = 11,
NOTIFICATION_MOVED_IN_PARENT = 12,
NOTIFICATION_READY = 13,
NOTIFICATION_PAUSED = 14,
NOTIFICATION_UNPAUSED = 15,
NOTIFICATION_PHYSICS_PROCESS = 16,
NOTIFICATION_PROCESS = 17,
NOTIFICATION_PARENTED = 18,
NOTIFICATION_UNPARENTED = 19,
NOTIFICATION_SCENE_INSTANTIATED = 20,
NOTIFICATION_DRAG_BEGIN = 21,
NOTIFICATION_DRAG_END = 22,
NOTIFICATION_PATH_RENAMED = 23,
//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
NOTIFICATION_INTERNAL_PROCESS = 25,
NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
NOTIFICATION_POST_ENTER_TREE = 27,
NOTIFICATION_DISABLED = 28,
NOTIFICATION_ENABLED = 29,
//keep these linked to node
NOTIFICATION_WM_MOUSE_ENTER = 1002,
NOTIFICATION_WM_MOUSE_EXIT = 1003,
NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004,
NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005,
NOTIFICATION_WM_CLOSE_REQUEST = 1006,
NOTIFICATION_WM_GO_BACK_REQUEST = 1007,
NOTIFICATION_WM_SIZE_CHANGED = 1008,
NOTIFICATION_WM_DPI_CHANGE = 1009,
NOTIFICATION_VP_MOUSE_ENTER = 1010,
NOTIFICATION_VP_MOUSE_EXIT = 1011,
NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
NOTIFICATION_APPLICATION_RESUMED = MainLoop::NOTIFICATION_APPLICATION_RESUMED,
NOTIFICATION_APPLICATION_PAUSED = MainLoop::NOTIFICATION_APPLICATION_PAUSED,
NOTIFICATION_APPLICATION_FOCUS_IN = MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN,
NOTIFICATION_APPLICATION_FOCUS_OUT = MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT,
NOTIFICATION_TEXT_SERVER_CHANGED = MainLoop::NOTIFICATION_TEXT_SERVER_CHANGED,
// Editor specific node notifications
NOTIFICATION_EDITOR_PRE_SAVE = 9001,
NOTIFICATION_EDITOR_POST_SAVE = 9002,
};
/* NODE/TREE */
StringName get_name() const;
void set_name(const String &p_name);
void add_child(Node *p_child, bool p_force_readable_name = false, InternalMode p_internal = INTERNAL_MODE_DISABLED);
void add_sibling(Node *p_sibling, bool p_force_readable_name = false);
void remove_child(Node *p_child);
int get_child_count(bool p_include_internal = true) const;
Node *get_child(int p_index, bool p_include_internal = true) const;
bool has_node(const NodePath &p_path) const;
Node *get_node(const NodePath &p_path) const;
Node *get_node_or_null(const NodePath &p_path) const;
Node *find_child(const String &p_pattern, bool p_recursive = true, bool p_owned = true) const;
TypedArray<Node> find_children(const String &p_pattern, const String &p_type = "", bool p_recursive = true, bool p_owned = true) const;
bool has_node_and_resource(const NodePath &p_path) const;
Node *get_node_and_resource(const NodePath &p_path, Ref<Resource> &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
Node *get_parent() const;
Node *find_parent(const String &p_pattern) const;
_FORCE_INLINE_ SceneTree *get_tree() const {
ERR_FAIL_COND_V(!data.tree, nullptr);
return data.tree;
}
_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
bool is_ancestor_of(const Node *p_node) const;
bool is_greater_than(const Node *p_node) const;
NodePath get_path() const;
NodePath get_path_to(const Node *p_node, bool p_use_unique_path = false) const;
Node *find_common_parent_with(const Node *p_node) const;
void add_to_group(const StringName &p_identifier, bool p_persistent = false);
void remove_from_group(const StringName &p_identifier);
bool is_in_group(const StringName &p_identifier) const;
struct GroupInfo {
StringName name;
bool persistent = false;
};
void get_groups(List<GroupInfo> *p_groups) const;
int get_persistent_group_count() const;
void move_child(Node *p_child, int p_index);
void _move_child(Node *p_child, int p_index, bool p_ignore_end = false);
void set_owner(Node *p_owner);
Node *get_owner() const;
void get_owned_by(Node *p_by, List<Node *> *p_owned);
void set_unique_name_in_owner(bool p_enabled);
bool is_unique_name_in_owner() const;
int get_index(bool p_include_internal = true) const;
Ref<Tween> create_tween();
void print_tree();
void print_tree_pretty();
void set_scene_file_path(const String &p_scene_file_path);
String get_scene_file_path() const;
void set_editor_description(const String &p_editor_description);
String get_editor_description() const;
void set_editable_instance(Node *p_node, bool p_editable);
bool is_editable_instance(const Node *p_node) const;
Node *get_deepest_editable_node(Node *p_start_node) const;
#ifdef TOOLS_ENABLED
void set_property_pinned(const String &p_property, bool p_pinned);
bool is_property_pinned(const StringName &p_property) const;
virtual StringName get_property_store_alias(const StringName &p_property) const;
#endif
void get_storable_properties(HashSet<StringName> &r_storable_properties) const;
virtual String to_string() override;
/* NOTIFICATIONS */
void propagate_notification(int p_notification);
void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
/* PROCESSING */
void set_physics_process(bool p_process);
double get_physics_process_delta_time() const;
bool is_physics_processing() const;
void set_process(bool p_process);
double get_process_delta_time() const;
bool is_processing() const;
void set_physics_process_internal(bool p_process_internal);
bool is_physics_processing_internal() const;
void set_process_internal(bool p_process_internal);
bool is_processing_internal() const;
void set_process_priority(int p_priority);
int get_process_priority() const;
void set_process_input(bool p_enable);
bool is_processing_input() const;
void set_process_shortcut_input(bool p_enable);
bool is_processing_shortcut_input() const;
void set_process_unhandled_input(bool p_enable);
bool is_processing_unhandled_input() const;
void set_process_unhandled_key_input(bool p_enable);
bool is_processing_unhandled_key_input() const;
Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
#ifdef TOOLS_ENABLED
Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const;
Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
void remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
void remap_nested_resources(Ref<Resource> p_resource, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
#endif
// used by editors, to save what has changed only
void set_scene_instance_state(const Ref<SceneState> &p_state);
Ref<SceneState> get_scene_instance_state() const;
void set_scene_inherited_state(const Ref<SceneState> &p_state);
Ref<SceneState> get_scene_inherited_state() const;
void set_scene_instance_load_placeholder(bool p_enable);
bool get_scene_instance_load_placeholder() const;
template <typename... VarArgs>
Vector<Variant> make_binds(VarArgs... p_args) {
Vector<Variant> binds = { p_args... };
return binds;
}
void replace_by(Node *p_node, bool p_keep_data = false);
void set_process_mode(ProcessMode p_mode);
ProcessMode get_process_mode() const;
bool can_process() const;
bool can_process_notification(int p_what) const;
bool is_enabled() const;
void request_ready();
static void print_orphan_nodes();
#ifdef TOOLS_ENABLED
String validate_child_name(Node *p_child);
#endif
static String adjust_name_casing(const String &p_name);
void queue_free();
//hacks for speed
static void init_node_hrcr();
void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
NodePath get_import_path() const;
bool is_owned_by_parent() const;
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
void clear_internal_tree_resource_paths();
_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
virtual PackedStringArray get_configuration_warnings() const;
String get_configuration_warnings_as_string() const;
void update_configuration_warnings();
void set_display_folded(bool p_folded);
bool is_displayed_folded() const;
/* NETWORK */
virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true);
int get_multiplayer_authority() const;
bool is_multiplayer_authority() const;
void rpc_config(const StringName &p_method, const Variant &p_config); // config a local method for RPC
const Variant get_node_rpc_config() const;
template <typename... VarArgs>
Error rpc(const StringName &p_method, VarArgs... p_args);
template <typename... VarArgs>
Error rpc_id(int p_peer_id, const StringName &p_method, VarArgs... p_args);
Error rpcp(int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
Ref<MultiplayerAPI> get_multiplayer() const;
Node();
~Node();
};
VARIANT_ENUM_CAST(Node::DuplicateFlags);
typedef HashSet<Node *, Node::Comparator> NodeSet;
// Template definitions must be in the header so they are always fully initialized before their usage.
// See this StackOverflow question for more information: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
template <typename... VarArgs>
Error Node::rpc(const StringName &p_method, VarArgs... p_args) {
return rpc_id(0, p_method, p_args...);
}
template <typename... VarArgs>
Error Node::rpc_id(int p_peer_id, const StringName &p_method, 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];
}
return rpcp(p_peer_id, p_method, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
}
// Add these macro to your class's 'get_configuration_warnings' function to have warnings show up in the scene tree inspector.
#define DEPRECATED_NODE_WARNING warnings.push_back(RTR("This node is marked as deprecated and will be removed in future versions.\nPlease check the Godot documentation for information about migration."));
#define EXPERIMENTAL_NODE_WARNING warnings.push_back(RTR("This node is marked as experimental and may be subject to removal or major changes in future versions."));
#endif // NODE_H