virtualx-engine/scene/main/scene_tree.cpp
Pedro J. Estébanez de9d40a953 Implement universal translation of touch to mouse
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-30 19:03:38 +02:00

2039 lines
57 KiB
C++

/*************************************************************************/
/* scene_tree.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "scene_tree.h"
#include "editor/editor_node.h"
#include "io/marshalls.h"
#include "io/resource_loader.h"
#include "main/input_default.h"
#include "message_queue.h"
#include "node.h"
#include "os/keyboard.h"
#include "os/os.h"
#include "print_string.h"
#include "project_settings.h"
#include "scene/resources/dynamic_font.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
#include "viewport.h"
#include <stdio.h>
void SceneTreeTimer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_time_left", "time"), &SceneTreeTimer::set_time_left);
ClassDB::bind_method(D_METHOD("get_time_left"), &SceneTreeTimer::get_time_left);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_left"), "set_time_left", "get_time_left");
ADD_SIGNAL(MethodInfo("timeout"));
}
void SceneTreeTimer::set_time_left(float p_time) {
time_left = p_time;
}
float SceneTreeTimer::get_time_left() const {
return time_left;
}
void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
if (process_pause != p_pause_mode_process) {
process_pause = p_pause_mode_process;
}
}
bool SceneTreeTimer::is_pause_mode_process() {
return process_pause;
}
SceneTreeTimer::SceneTreeTimer() {
time_left = 0;
process_pause = true;
}
void SceneTree::tree_changed() {
tree_version++;
emit_signal(tree_changed_name);
}
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
}
void SceneTree::node_removed(Node *p_node) {
if (current_scene == p_node) {
current_scene = NULL;
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0)
call_skip.insert(p_node);
}
SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
E = group_map.insert(p_group, Group());
}
if (E->get().nodes.find(p_node) != -1) {
ERR_EXPLAIN("Already in group: " + p_group);
ERR_FAIL_V(&E->get());
}
E->get().nodes.push_back(p_node);
//E->get().last_tree_version=0;
E->get().changed = true;
return &E->get();
}
void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
ERR_FAIL_COND(!E);
E->get().nodes.erase(p_node);
if (E->get().nodes.empty())
group_map.erase(E);
}
void SceneTree::flush_transform_notifications() {
SelfList<Node> *n = xform_change_list.first();
while (n) {
Node *node = n->self();
SelfList<Node> *nx = n->next();
xform_change_list.remove(n);
n = nx;
node->notification(NOTIFICATION_TRANSFORM_CHANGED);
}
}
void SceneTree::_flush_ugc() {
ugc_locked = true;
while (unique_group_calls.size()) {
Map<UGCall, Vector<Variant> >::Element *E = unique_group_calls.front();
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < E->get().size(); i++)
v[i] = E->get()[i];
call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4]);
unique_group_calls.erase(E);
}
ugc_locked = false;
}
void SceneTree::_update_group_order(Group &g) {
if (!g.changed)
return;
if (g.nodes.empty())
return;
Node **nodes = &g.nodes[0];
int node_count = g.nodes.size();
SortArray<Node *, Node::Comparator> node_sort;
node_sort.sort(nodes, node_count);
g.changed = false;
}
void SceneTree::call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
if (p_call_flags & GROUP_CALL_UNIQUE && !(p_call_flags & GROUP_CALL_REALTIME)) {
ERR_FAIL_COND(ugc_locked);
UGCall ug;
ug.call = p_function;
ug.group = p_group;
if (unique_group_calls.has(ug))
return;
VARIANT_ARGPTRS;
Vector<Variant> args;
for (int i = 0; i < VARIANT_ARG_MAX; i++) {
if (argptr[i]->get_type() == Variant::NIL)
break;
args.push_back(*argptr[i]);
}
unique_group_calls[ug] = args;
return;
}
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = &nodes_copy[0];
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL)
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
else
nodes[i]->call(p_function, VARIANT_ARG_PASS);
} else
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME) {
if (p_call_flags & GROUP_CALL_MULTILEVEL)
nodes[i]->call_multilevel(p_function, VARIANT_ARG_PASS);
else
nodes[i]->call(p_function, VARIANT_ARG_PASS);
} else
MessageQueue::get_singleton()->push_call(nodes[i], p_function, VARIANT_ARG_PASS);
}
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = &nodes_copy[0];
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->notification(p_notification);
else
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->notification(p_notification);
else
MessageQueue::get_singleton()->push_notification(nodes[i], p_notification);
}
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
Vector<Node *> nodes_copy = g.nodes;
Node **nodes = &nodes_copy[0];
int node_count = nodes_copy.size();
call_lock++;
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = node_count - 1; i >= 0; i--) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->set(p_name, p_value);
else
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
} else {
for (int i = 0; i < node_count; i++) {
if (call_lock && call_skip.has(nodes[i]))
continue;
if (p_call_flags & GROUP_CALL_REALTIME)
nodes[i]->set(p_name, p_value);
else
MessageQueue::get_singleton()->push_set(nodes[i], p_name, p_value);
}
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_DECLARE) {
call_group_flags(0, p_group, VARIANT_ARG_PASS);
}
void SceneTree::notify_group(const StringName &p_group, int p_notification) {
notify_group_flags(0, p_group, p_notification);
}
void SceneTree::set_group(const StringName &p_group, const String &p_name, const Variant &p_value) {
set_group_flags(0, p_group, p_name, p_value);
}
void SceneTree::set_input_as_handled() {
input_handled = true;
}
void SceneTree::input_text(const String &p_text) {
root_lock++;
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input_text", p_text); //special one for GUI, as controls use their own process check
root_lock--;
}
bool SceneTree::is_input_handled() {
return input_handled;
}
void SceneTree::input_event(const Ref<InputEvent> &p_event) {
if (Engine::get_singleton()->is_editor_hint() && (Object::cast_to<InputEventJoypadButton>(p_event.ptr()) || Object::cast_to<InputEventJoypadMotion>(*p_event)))
return; //avoid joy input on editor
current_event++;
root_lock++;
input_handled = false;
Ref<InputEvent> ev = p_event;
MainLoop::input_event(ev);
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
//quit from game window using F8
Ref<InputEventKey> k = ev;
if (k.is_valid() && k->is_pressed() && !k->is_echo() && k->get_scancode() == KEY_F8) {
ScriptDebugger::get_singleton()->request_quit();
}
}
_flush_ugc();
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
if (!input_handled) {
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_unhandled_input", ev); //special one for GUI, as controls use their own process check
_flush_ugc();
// input_handled = true; - no reason to set this as handled
root_lock--;
//MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
// input_handled = true; - no reason to set this as handled
root_lock--;
}
_call_idle_callbacks();
}
void SceneTree::init() {
//_quit=false;
initialized = true;
input_handled = false;
pause = false;
root->_set_tree(this);
MainLoop::init();
}
bool SceneTree::iteration(float p_time) {
root_lock++;
current_frame++;
flush_transform_notifications();
MainLoop::iteration(p_time);
physics_process_time = p_time;
emit_signal("physics_frame");
_notify_group_pause("physics_process_internal", Node::NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
_notify_group_pause("physics_process", Node::NOTIFICATION_PHYSICS_PROCESS);
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
_call_idle_callbacks();
return _quit;
}
bool SceneTree::idle(float p_time) {
//print_line("ram: "+itos(OS::get_singleton()->get_static_memory_usage())+" sram: "+itos(OS::get_singleton()->get_dynamic_memory_usage()));
//print_line("node count: "+itos(get_node_count()));
//print_line("TEXTURE RAM: "+itos(VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED)));
root_lock++;
MainLoop::idle(p_time);
idle_process_time = p_time;
multiplayer_api->poll();
emit_signal("idle_frame");
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications();
_notify_group_pause("idle_process_internal", Node::NOTIFICATION_INTERNAL_PROCESS);
_notify_group_pause("idle_process", Node::NOTIFICATION_PROCESS);
Size2 win_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
if (win_size != last_screen_size) {
last_screen_size = win_size;
_update_root_rect();
if (use_font_oversampling) {
DynamicFontAtSize::font_oversampling = OS::get_singleton()->get_window_size().width / root->get_visible_rect().size.width;
DynamicFont::update_oversampling();
}
emit_signal("screen_resized");
}
_flush_ugc();
MessageQueue::get_singleton()->flush(); //small little hack
flush_transform_notifications(); //transforms after world update, to avoid unnecessary enter/exit notifications
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "update_worlds");
root_lock--;
_flush_delete_queue();
//go through timers
for (List<Ref<SceneTreeTimer> >::Element *E = timers.front(); E;) {
List<Ref<SceneTreeTimer> >::Element *N = E->next();
if (pause && !E->get()->is_pause_mode_process()) {
E = N;
continue;
}
float time_left = E->get()->get_time_left();
time_left -= p_time;
E->get()->set_time_left(time_left);
if (time_left < 0) {
E->get()->emit_signal("timeout");
timers.erase(E);
}
E = N;
}
_call_idle_callbacks();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
//simple hack to reload fallback environment if it changed from editor
String env_path = ProjectSettings::get_singleton()->get("rendering/environment/default_environment");
env_path = env_path.strip_edges(); //user may have added a space or two
String cpath;
Ref<Environment> fallback = get_root()->get_world()->get_fallback_environment();
if (fallback.is_valid()) {
cpath = fallback->get_path();
}
if (cpath != env_path) {
if (env_path != String()) {
fallback = ResourceLoader::load(env_path);
if (fallback.is_null()) {
//could not load fallback, set as empty
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
}
} else {
fallback.unref();
}
get_root()->get_world()->set_fallback_environment(fallback);
}
}
#endif
return _quit;
}
void SceneTree::finish() {
_flush_delete_queue();
_flush_ugc();
initialized = false;
MainLoop::finish();
if (root) {
root->_set_tree(NULL);
memdelete(root); //delete root
}
}
void SceneTree::quit() {
_quit = true;
}
void SceneTree::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_WM_QUIT_REQUEST: {
get_root()->propagate_notification(p_notification);
if (accept_quit) {
_quit = true;
break;
}
} break;
case NOTIFICATION_WM_GO_BACK_REQUEST: {
get_root()->propagate_notification(p_notification);
if (quit_on_go_back) {
_quit = true;
break;
}
} break;
case NOTIFICATION_OS_MEMORY_WARNING:
case NOTIFICATION_WM_MOUSE_ENTER:
case NOTIFICATION_WM_MOUSE_EXIT:
case NOTIFICATION_WM_FOCUS_IN:
case NOTIFICATION_WM_FOCUS_OUT: {
if (p_notification == NOTIFICATION_WM_FOCUS_IN) {
InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
if (id) {
id->ensure_touch_mouse_raised();
}
}
get_root()->propagate_notification(p_notification);
} break;
case NOTIFICATION_TRANSLATION_CHANGED: {
if (!Engine::get_singleton()->is_editor_hint()) {
get_root()->propagate_notification(Node::NOTIFICATION_TRANSLATION_CHANGED);
}
} break;
case NOTIFICATION_WM_UNFOCUS_REQUEST: {
notify_group_flags(GROUP_CALL_REALTIME | GROUP_CALL_MULTILEVEL, "input", NOTIFICATION_WM_UNFOCUS_REQUEST);
} break;
case NOTIFICATION_WM_ABOUT: {
#ifdef TOOLS_ENABLED
if (EditorNode::get_singleton()) {
EditorNode::get_singleton()->show_about();
} else {
#endif
get_root()->propagate_notification(p_notification);
#ifdef TOOLS_ENABLED
}
#endif
} break;
default:
break;
};
};
void SceneTree::set_auto_accept_quit(bool p_enable) {
accept_quit = p_enable;
}
void SceneTree::set_quit_on_go_back(bool p_enable) {
quit_on_go_back = p_enable;
}
#ifdef TOOLS_ENABLED
bool SceneTree::is_node_being_edited(const Node *p_node) const {
return Engine::get_singleton()->is_editor_hint() && edited_scene_root && (edited_scene_root->is_a_parent_of(p_node) || edited_scene_root == p_node);
}
#endif
#ifdef DEBUG_ENABLED
void SceneTree::set_debug_collisions_hint(bool p_enabled) {
debug_collisions_hint = p_enabled;
}
bool SceneTree::is_debugging_collisions_hint() const {
return debug_collisions_hint;
}
void SceneTree::set_debug_navigation_hint(bool p_enabled) {
debug_navigation_hint = p_enabled;
}
bool SceneTree::is_debugging_navigation_hint() const {
return debug_navigation_hint;
}
#endif
void SceneTree::set_debug_collisions_color(const Color &p_color) {
debug_collisions_color = p_color;
}
Color SceneTree::get_debug_collisions_color() const {
return debug_collisions_color;
}
void SceneTree::set_debug_collision_contact_color(const Color &p_color) {
debug_collision_contact_color = p_color;
}
Color SceneTree::get_debug_collision_contact_color() const {
return debug_collision_contact_color;
}
void SceneTree::set_debug_navigation_color(const Color &p_color) {
debug_navigation_color = p_color;
}
Color SceneTree::get_debug_navigation_color() const {
return debug_navigation_color;
}
void SceneTree::set_debug_navigation_disabled_color(const Color &p_color) {
debug_navigation_disabled_color = p_color;
}
Color SceneTree::get_debug_navigation_disabled_color() const {
return debug_navigation_disabled_color;
}
Ref<Material> SceneTree::get_debug_navigation_material() {
if (navigation_material.is_valid())
return navigation_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_color());
navigation_material = line_material;
return navigation_material;
}
Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
if (navigation_disabled_material.is_valid())
return navigation_disabled_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_navigation_disabled_color());
navigation_disabled_material = line_material;
return navigation_disabled_material;
}
Ref<Material> SceneTree::get_debug_collision_material() {
if (collision_material.is_valid())
return collision_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
return collision_material;
}
Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
if (debug_contact_mesh.is_valid())
return debug_contact_mesh;
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
/* clang-format off */
int diamond_faces[8 * 3] = {
0, 2, 4,
0, 3, 4,
1, 2, 4,
1, 3, 4,
0, 2, 5,
0, 3, 5,
1, 2, 5,
1, 3, 5,
};
/* clang-format on */
PoolVector<int> indices;
for (int i = 0; i < 8 * 3; i++)
indices.push_back(diamond_faces[i]);
PoolVector<Vector3> vertices;
for (int i = 0; i < 6; i++)
vertices.push_back(diamond[i] * 0.1);
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX] = vertices;
arr[Mesh::ARRAY_INDEX] = indices;
debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
debug_contact_mesh->surface_set_material(0, mat);
return debug_contact_mesh;
}
void SceneTree::set_pause(bool p_enabled) {
if (p_enabled == pause)
return;
pause = p_enabled;
PhysicsServer::get_singleton()->set_active(!p_enabled);
Physics2DServer::get_singleton()->set_active(!p_enabled);
if (get_root())
get_root()->propagate_notification(p_enabled ? Node::NOTIFICATION_PAUSED : Node::NOTIFICATION_UNPAUSED);
}
bool SceneTree::is_paused() const {
return pause;
}
void SceneTree::_call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
Vector<Node *> nodes_copy = g.nodes;
int node_count = nodes_copy.size();
Node **nodes = &nodes_copy[0];
Variant arg = p_input;
const Variant *v[1] = { &arg };
call_lock++;
for (int i = node_count - 1; i >= 0; i--) {
if (input_handled)
break;
Node *n = nodes[i];
if (call_lock && call_skip.has(n))
continue;
if (!n->can_process())
continue;
n->call_multilevel(p_method, (const Variant **)v, 1);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
Group &g = E->get();
if (g.nodes.empty())
return;
_update_group_order(g);
//copy, so copy on write happens in case something is removed from process while being called
//performance is not lost because only if something is added/removed the vector is copied.
Vector<Node *> nodes_copy = g.nodes;
int node_count = nodes_copy.size();
Node **nodes = &nodes_copy[0];
call_lock++;
for (int i = 0; i < node_count; i++) {
Node *n = nodes[i];
if (call_lock && call_skip.has(n))
continue;
if (!n->can_process())
continue;
n->notification(p_notification);
//ERR_FAIL_COND(node_count != g.nodes.size());
}
call_lock--;
if (call_lock == 0)
call_skip.clear();
}
/*
void SceneMainLoop::_update_listener_2d() {
if (listener_2d.is_valid()) {
SpatialSound2DServer::get_singleton()->listener_set_space( listener_2d, world_2d->get_sound_space() );
}
}
*/
Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 3, Variant());
ERR_FAIL_COND_V(!p_args[0]->is_num(), Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[2]->get_type() != Variant::STRING, Variant());
int flags = *p_args[0];
StringName group = *p_args[1];
StringName method = *p_args[2];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 3, 5); i++) {
v[i] = *p_args[i + 3];
}
call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
ERR_FAIL_COND_V(p_argcount < 2, Variant());
ERR_FAIL_COND_V(p_args[0]->get_type() != Variant::STRING, Variant());
ERR_FAIL_COND_V(p_args[1]->get_type() != Variant::STRING, Variant());
StringName group = *p_args[0];
StringName method = *p_args[1];
Variant v[VARIANT_ARG_MAX];
for (int i = 0; i < MIN(p_argcount - 2, 5); i++) {
v[i] = *p_args[i + 2];
}
call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]);
return Variant();
}
int64_t SceneTree::get_frame() const {
return current_frame;
}
int64_t SceneTree::get_event_count() const {
return current_event;
}
Array SceneTree::_get_nodes_in_group(const StringName &p_group) {
Array ret;
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return ret;
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0)
return ret;
ret.resize(nc);
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
ret[i] = ptr[i];
}
return ret;
}
bool SceneTree::has_group(const StringName &p_identifier) const {
return group_map.has(p_identifier);
}
void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_list) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E)
return;
_update_group_order(E->get()); //update order just in case
int nc = E->get().nodes.size();
if (nc == 0)
return;
Node **ptr = E->get().nodes.ptrw();
for (int i = 0; i < nc; i++) {
p_list->push_back(ptr[i]);
}
}
static void _fill_array(Node *p_node, Array &array, int p_level) {
array.push_back(p_level);
array.push_back(p_node->get_name());
array.push_back(p_node->get_class());
array.push_back(p_node->get_instance_id());
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_array(p_node->get_child(i), array, p_level + 1);
}
}
void SceneTree::_debugger_request_tree(void *self) {
SceneTree *sml = (SceneTree *)self;
Array arr;
_fill_array(sml->root, arr, 0);
ScriptDebugger::get_singleton()->send_message("scene_tree", arr);
}
void SceneTree::_flush_delete_queue() {
_THREAD_SAFE_METHOD_
while (delete_queue.size()) {
Object *obj = ObjectDB::get_instance(delete_queue.front()->get());
if (obj) {
memdelete(obj);
}
delete_queue.pop_front();
}
}
void SceneTree::queue_delete(Object *p_object) {
_THREAD_SAFE_METHOD_
ERR_FAIL_NULL(p_object);
p_object->_is_queued_for_deletion = true;
delete_queue.push_back(p_object->get_instance_id());
}
int SceneTree::get_node_count() const {
return node_count;
}
void SceneTree::_update_root_rect() {
if (stretch_mode == STRETCH_MODE_DISABLED) {
root->set_size((last_screen_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
return; //user will take care
}
//actual screen video mode
Size2 video_mode = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
Size2 desired_res = stretch_min;
Size2 viewport_size;
Size2 screen_size;
float viewport_aspect = desired_res.aspect();
float video_mode_aspect = video_mode.aspect();
if (stretch_aspect == STRETCH_ASPECT_IGNORE || ABS(viewport_aspect - video_mode_aspect) < CMP_EPSILON) {
//same aspect or ignore aspect
viewport_size = desired_res;
screen_size = video_mode;
} else if (viewport_aspect < video_mode_aspect) {
// screen ratio is smaller vertically
if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.y * video_mode_aspect;
viewport_size.y = desired_res.y;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.y * viewport_aspect;
screen_size.y = video_mode.y;
}
} else {
//screen ratio is smaller horizontally
if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.x;
viewport_size.y = desired_res.x / video_mode_aspect;
screen_size = video_mode;
} else {
//will need black bars
viewport_size = desired_res;
screen_size.x = video_mode.x;
screen_size.y = video_mode.x / viewport_aspect;
}
}
screen_size = screen_size.floor();
viewport_size = viewport_size.floor();
Size2 margin;
Size2 offset;
//black bars and margin
if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
} else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
} else {
VisualServer::get_singleton()->black_bars_set_margins(0, 0, 0, 0);
}
//print_line("VP SIZE: "+viewport_size+" OFFSET: "+offset+" = "+(offset*2+viewport_size));
//print_line("SS: "+video_mode);
switch (stretch_mode) {
case STRETCH_MODE_2D: {
root->set_size((screen_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(true);
root->set_size_override(true, (viewport_size / stretch_shrink).floor());
} break;
case STRETCH_MODE_VIEWPORT: {
root->set_size((viewport_size / stretch_shrink).floor());
root->set_attach_to_screen_rect(Rect2(margin, screen_size));
root->set_size_override_stretch(false);
root->set_size_override(false, Size2());
} break;
}
}
void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize, real_t p_shrink) {
stretch_mode = p_mode;
stretch_aspect = p_aspect;
stretch_min = p_minsize;
stretch_shrink = p_shrink;
_update_root_rect();
}
#ifdef TOOLS_ENABLED
void SceneTree::set_edited_scene_root(Node *p_node) {
edited_scene_root = p_node;
}
Node *SceneTree::get_edited_scene_root() const {
return edited_scene_root;
}
#endif
void SceneTree::set_current_scene(Node *p_scene) {
ERR_FAIL_COND(p_scene && p_scene->get_parent() != root);
current_scene = p_scene;
}
Node *SceneTree::get_current_scene() const {
return current_scene;
}
void SceneTree::_change_scene(Node *p_to) {
if (current_scene) {
memdelete(current_scene);
current_scene = NULL;
}
if (p_to) {
current_scene = p_to;
root->add_child(p_to);
}
}
Error SceneTree::change_scene(const String &p_path) {
Ref<PackedScene> new_scene = ResourceLoader::load(p_path);
if (new_scene.is_null())
return ERR_CANT_OPEN;
return change_scene_to(new_scene);
}
Error SceneTree::change_scene_to(const Ref<PackedScene> &p_scene) {
Node *new_scene = NULL;
if (p_scene.is_valid()) {
new_scene = p_scene->instance();
ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
}
call_deferred("_change_scene", new_scene);
return OK;
}
Error SceneTree::reload_current_scene() {
ERR_FAIL_COND_V(!current_scene, ERR_UNCONFIGURED);
String fname = current_scene->get_filename();
return change_scene(fname);
}
void SceneTree::add_current_scene(Node *p_current) {
current_scene = p_current;
root->add_child(p_current);
}
#ifdef DEBUG_ENABLED
void SceneTree::_live_edit_node_path_func(const NodePath &p_path, int p_id) {
live_edit_node_path_cache[p_id] = p_path;
}
void SceneTree::_live_edit_res_path_func(const String &p_path, int p_id) {
live_edit_resource_cache[p_id] = p_path;
}
void SceneTree::_live_edit_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_node_path_cache.has(p_id))
return;
NodePath np = live_edit_node_path_cache[p_id];
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(np))
continue;
Node *n2 = n->get_node(np);
n2->set(p_prop, p_value);
}
}
void SceneTree::_live_edit_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid())
return;
_live_edit_node_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_node_path_cache.has(p_id))
return;
NodePath np = live_edit_node_path_cache[p_id];
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(np))
continue;
Node *n2 = n->get_node(np);
n2->call(p_method, VARIANT_ARG_PASS);
}
}
void SceneTree::_live_edit_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {
if (!live_edit_resource_cache.has(p_id))
return;
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp))
return;
RES r = ResourceCache::get(resp);
if (!r.is_valid())
return;
r->set(p_prop, p_value);
}
void SceneTree::_live_edit_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {
RES r = ResourceLoader::load(p_value);
if (!r.is_valid())
return;
_live_edit_res_set_func(p_id, p_prop, r);
}
void SceneTree::_live_edit_res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE) {
if (!live_edit_resource_cache.has(p_id))
return;
String resp = live_edit_resource_cache[p_id];
if (!ResourceCache::has(resp))
return;
RES r = ResourceCache::get(resp);
if (!r.is_valid())
return;
r->call(p_method, VARIANT_ARG_PASS);
}
void SceneTree::_live_edit_root_func(const NodePath &p_scene_path, const String &p_scene_from) {
live_edit_root = p_scene_path;
live_edit_scene = p_scene_from;
}
void SceneTree::_live_edit_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_parent))
continue;
Node *n2 = n->get_node(p_parent);
Node *no = Object::cast_to<Node>(ClassDB::instance(p_type));
if (!no) {
continue;
}
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {
Ref<PackedScene> ps = ResourceLoader::load(p_path);
if (!ps.is_valid())
return;
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_parent))
continue;
Node *n2 = n->get_node(p_parent);
Node *no = ps->instance();
no->set_name(p_name);
n2->add_child(no);
}
}
void SceneTree::_live_edit_remove_node_func(const NodePath &p_at) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
memdelete(n2);
F = N;
}
}
void SceneTree::_live_edit_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
n2->get_parent()->remove_child(n2);
live_edit_remove_list[n][p_keep_id] = n2;
F = N;
}
}
void SceneTree::_live_edit_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F;) {
Set<Node *>::Element *N = F->next();
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
Map<Node *, Map<ObjectID, Node *> >::Element *EN = live_edit_remove_list.find(n);
if (!EN)
continue;
Map<ObjectID, Node *>::Element *FN = EN->get().find(p_id);
if (!FN)
continue;
n2->add_child(FN->get());
EN->get().erase(FN);
if (EN->get().size() == 0) {
live_edit_remove_list.erase(EN);
}
F = N;
}
}
void SceneTree::_live_edit_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *n2 = n->get_node(p_at);
Node *dup = n2->duplicate(true);
if (!dup)
continue;
dup->set_name(p_new_name);
n2->get_parent()->add_child(dup);
}
}
void SceneTree::_live_edit_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {
Node *base = NULL;
if (root->has_node(live_edit_root))
base = root->get_node(live_edit_root);
Map<String, Set<Node *> >::Element *E = live_scene_edit_cache.find(live_edit_scene);
if (!E)
return; //scene not editable
for (Set<Node *>::Element *F = E->get().front(); F; F = F->next()) {
Node *n = F->get();
if (base && !base->is_a_parent_of(n))
continue;
if (!n->has_node(p_at))
continue;
Node *nfrom = n->get_node(p_at);
if (!n->has_node(p_new_place))
continue;
Node *nto = n->get_node(p_new_place);
nfrom->get_parent()->remove_child(nfrom);
nfrom->set_name(p_new_name);
nto->add_child(nfrom);
if (p_at_pos >= 0)
nto->move_child(nfrom, p_at_pos);
}
}
#endif
void SceneTree::drop_files(const Vector<String> &p_files, int p_from_screen) {
emit_signal("files_dropped", p_files, p_from_screen);
MainLoop::drop_files(p_files, p_from_screen);
}
Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
Ref<SceneTreeTimer> stt;
stt.instance();
stt->set_pause_mode_process(p_process_pause);
stt->set_time_left(p_delay_sec);
timers.push_back(stt);
return stt;
}
void SceneTree::_network_peer_connected(int p_id) {
emit_signal("network_peer_connected", p_id);
}
void SceneTree::_network_peer_disconnected(int p_id) {
emit_signal("network_peer_disconnected", p_id);
}
void SceneTree::_connected_to_server() {
emit_signal("connected_to_server");
}
void SceneTree::_connection_failed() {
emit_signal("connection_failed");
}
void SceneTree::_server_disconnected() {
emit_signal("server_disconnected");
}
Ref<MultiplayerAPI> SceneTree::get_multiplayer_api() const {
return multiplayer_api;
}
void SceneTree::set_multiplayer_api(Ref<MultiplayerAPI> p_multiplayer_api) {
ERR_FAIL_COND(!p_multiplayer_api.is_valid());
if (multiplayer_api.is_valid()) {
multiplayer_api->disconnect("network_peer_connected", this, "_network_peer_connected");
multiplayer_api->disconnect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer_api->disconnect("connected_to_server", this, "_connected_to_server");
multiplayer_api->disconnect("connection_failed", this, "_connection_failed");
multiplayer_api->disconnect("server_disconnected", this, "_server_disconnected");
}
multiplayer_api = p_multiplayer_api;
multiplayer_api->set_root_node(root);
multiplayer_api->connect("network_peer_connected", this, "_network_peer_connected");
multiplayer_api->connect("network_peer_disconnected", this, "_network_peer_disconnected");
multiplayer_api->connect("connected_to_server", this, "_connected_to_server");
multiplayer_api->connect("connection_failed", this, "_connection_failed");
multiplayer_api->connect("server_disconnected", this, "_server_disconnected");
}
void SceneTree::set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer) {
multiplayer_api->set_network_peer(p_network_peer);
}
Ref<NetworkedMultiplayerPeer> SceneTree::get_network_peer() const {
return multiplayer_api->get_network_peer();
}
bool SceneTree::is_network_server() const {
return multiplayer_api->is_network_server();
}
bool SceneTree::has_network_peer() const {
return multiplayer_api->has_network_peer();
}
int SceneTree::get_network_unique_id() const {
return multiplayer_api->get_network_unique_id();
}
Vector<int> SceneTree::get_network_connected_peers() const {
return multiplayer_api->get_network_connected_peers();
}
int SceneTree::get_rpc_sender_id() const {
return multiplayer_api->get_rpc_sender_id();
}
void SceneTree::set_refuse_new_network_connections(bool p_refuse) {
multiplayer_api->set_refuse_new_network_connections(p_refuse);
}
bool SceneTree::is_refusing_new_network_connections() const {
return multiplayer_api->is_refusing_new_network_connections();
}
void SceneTree::_bind_methods() {
//ClassDB::bind_method(D_METHOD("call_group","call_flags","group","method","arg1","arg2"),&SceneMainLoop::_call_group,DEFVAL(Variant()),DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
ClassDB::bind_method(D_METHOD("set_quit_on_go_back", "enabled"), &SceneTree::set_quit_on_go_back);
ClassDB::bind_method(D_METHOD("set_debug_collisions_hint", "enable"), &SceneTree::set_debug_collisions_hint);
ClassDB::bind_method(D_METHOD("is_debugging_collisions_hint"), &SceneTree::is_debugging_collisions_hint);
ClassDB::bind_method(D_METHOD("set_debug_navigation_hint", "enable"), &SceneTree::set_debug_navigation_hint);
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
#ifdef TOOLS_ENABLED
ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
#endif
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
ClassDB::bind_method(D_METHOD("quit"), &SceneTree::quit);
ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "shrink"), &SceneTree::set_screen_stretch, DEFVAL(1));
ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
MethodInfo mi;
mi.name = "call_group_flags";
mi.arguments.push_back(PropertyInfo(Variant::INT, "flags"));
mi.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
mi.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group_flags", &SceneTree::_call_group_flags, mi);
ClassDB::bind_method(D_METHOD("notify_group_flags", "call_flags", "group", "notification"), &SceneTree::notify_group_flags);
ClassDB::bind_method(D_METHOD("set_group_flags", "call_flags", "group", "property", "value"), &SceneTree::set_group_flags);
MethodInfo mi2;
mi2.name = "call_group";
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "group"));
mi2.arguments.push_back(PropertyInfo(Variant::STRING, "method"));
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
ClassDB::bind_method(D_METHOD("set_multiplayer_api", "multiplayer_api"), &SceneTree::set_multiplayer_api);
ClassDB::bind_method(D_METHOD("get_multiplayer_api"), &SceneTree::get_multiplayer_api);
ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("get_network_peer"), &SceneTree::get_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);
ClassDB::bind_method(D_METHOD("get_network_unique_id"), &SceneTree::get_network_unique_id);
ClassDB::bind_method(D_METHOD("get_rpc_sender_id"), &SceneTree::get_rpc_sender_id);
ClassDB::bind_method(D_METHOD("set_refuse_new_network_connections", "refuse"), &SceneTree::set_refuse_new_network_connections);
ClassDB::bind_method(D_METHOD("is_refusing_new_network_connections"), &SceneTree::is_refusing_new_network_connections);
ClassDB::bind_method(D_METHOD("_network_peer_connected"), &SceneTree::_network_peer_connected);
ClassDB::bind_method(D_METHOD("_network_peer_disconnected"), &SceneTree::_network_peer_disconnected);
ClassDB::bind_method(D_METHOD("_connected_to_server"), &SceneTree::_connected_to_server);
ClassDB::bind_method(D_METHOD("_connection_failed"), &SceneTree::_connection_failed);
ClassDB::bind_method(D_METHOD("_server_disconnected"), &SceneTree::_server_disconnected);
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &SceneTree::set_use_font_oversampling);
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &SceneTree::is_using_font_oversampling);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_collisions_hint"), "set_debug_collisions_hint", "is_debugging_collisions_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_navigation_hint"), "set_debug_navigation_hint", "is_debugging_navigation_hint");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "paused"), "set_pause", "is_paused");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "refuse_new_network_connections"), "set_refuse_new_network_connections", "is_refusing_new_network_connections");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_font_oversampling"), "set_use_font_oversampling", "is_using_font_oversampling");
#ifdef TOOLS_ENABLED
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "edited_scene_root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_edited_scene_root", "get_edited_scene_root");
#endif
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "current_scene", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_current_scene", "get_current_scene");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "network_peer", PROPERTY_HINT_RESOURCE_TYPE, "NetworkedMultiplayerPeer", 0), "set_network_peer", "get_network_peer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "root", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "", "get_root");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer_api", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_multiplayer_api", "get_multiplayer_api");
ADD_SIGNAL(MethodInfo("tree_changed"));
ADD_SIGNAL(MethodInfo("node_added", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("node_removed", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("screen_resized"));
ADD_SIGNAL(MethodInfo("node_configuration_warning_changed", PropertyInfo(Variant::OBJECT, "node")));
ADD_SIGNAL(MethodInfo("idle_frame"));
ADD_SIGNAL(MethodInfo("physics_frame"));
ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::POOL_STRING_ARRAY, "files"), PropertyInfo(Variant::INT, "screen")));
ADD_SIGNAL(MethodInfo("network_peer_connected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("network_peer_disconnected", PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("connected_to_server"));
ADD_SIGNAL(MethodInfo("connection_failed"));
ADD_SIGNAL(MethodInfo("server_disconnected"));
BIND_ENUM_CONSTANT(GROUP_CALL_DEFAULT);
BIND_ENUM_CONSTANT(GROUP_CALL_REVERSE);
BIND_ENUM_CONSTANT(GROUP_CALL_REALTIME);
BIND_ENUM_CONSTANT(GROUP_CALL_UNIQUE);
BIND_ENUM_CONSTANT(STRETCH_MODE_DISABLED);
BIND_ENUM_CONSTANT(STRETCH_MODE_2D);
BIND_ENUM_CONSTANT(STRETCH_MODE_VIEWPORT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_IGNORE);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_WIDTH);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_KEEP_HEIGHT);
BIND_ENUM_CONSTANT(STRETCH_ASPECT_EXPAND);
}
SceneTree *SceneTree::singleton = NULL;
SceneTree::IdleCallback SceneTree::idle_callbacks[SceneTree::MAX_IDLE_CALLBACKS];
int SceneTree::idle_callback_count = 0;
void SceneTree::_call_idle_callbacks() {
for (int i = 0; i < idle_callback_count; i++) {
idle_callbacks[i]();
}
}
void SceneTree::add_idle_callback(IdleCallback p_callback) {
ERR_FAIL_COND(idle_callback_count >= MAX_IDLE_CALLBACKS);
idle_callbacks[idle_callback_count++] = p_callback;
}
void SceneTree::set_use_font_oversampling(bool p_oversampling) {
use_font_oversampling = p_oversampling;
if (use_font_oversampling) {
DynamicFontAtSize::font_oversampling = OS::get_singleton()->get_window_size().width / root->get_visible_rect().size.width;
} else {
DynamicFontAtSize::font_oversampling = 1.0;
}
}
bool SceneTree::is_using_font_oversampling() const {
return use_font_oversampling;
}
SceneTree::SceneTree() {
singleton = this;
_quit = false;
accept_quit = true;
quit_on_go_back = true;
initialized = false;
#ifdef DEBUG_ENABLED
debug_collisions_hint = false;
debug_navigation_hint = false;
#endif
debug_collisions_color = GLOBAL_DEF("debug/shapes/collision/shape_color", Color(0.0, 0.6, 0.7, 0.5));
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_navigation_color = GLOBAL_DEF("debug/shapes/navigation/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_navigation_disabled_color = GLOBAL_DEF("debug/shapes/navigation/disabled_geometry_color", Color(1.0, 0.7, 0.1, 0.4));
collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
tree_version = 1;
physics_process_time = 1;
idle_process_time = 1;
root = NULL;
current_frame = 0;
current_event = 0;
tree_changed_name = "tree_changed";
node_added_name = "node_added";
node_removed_name = "node_removed";
ugc_locked = false;
call_lock = 0;
root_lock = 0;
node_count = 0;
//create with mainloop
root = memnew(Viewport);
root->set_name("root");
if (!root->get_world().is_valid())
root->set_world(Ref<World>(memnew(World)));
// Initialize network state
set_multiplayer_api(Ref<MultiplayerAPI>(memnew(MultiplayerAPI)));
//root->set_world_2d( Ref<World2D>( memnew( World2D )));
root->set_as_audio_listener(true);
root->set_as_audio_listener_2d(true);
current_scene = NULL;
int ref_atlas_size = GLOBAL_DEF("rendering/quality/reflections/atlas_size", 2048);
int ref_atlas_subdiv = GLOBAL_DEF("rendering/quality/reflections/atlas_subdiv", 8);
int msaa_mode = GLOBAL_DEF("rendering/quality/filters/msaa", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/msaa", PropertyInfo(Variant::INT, "rendering/quality/filters/msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x"));
root->set_msaa(Viewport::MSAA(msaa_mode));
GLOBAL_DEF("rendering/quality/depth/hdr", true);
GLOBAL_DEF("rendering/quality/depth/hdr.mobile", false);
bool hdr = GLOBAL_GET("rendering/quality/depth/hdr");
root->set_hdr(hdr);
VS::get_singleton()->scenario_set_reflection_atlas_size(root->get_world()->get_scenario(), ref_atlas_size, ref_atlas_subdiv);
{ //load default fallback environment
//get possible extensions
List<String> exts;
ResourceLoader::get_recognized_extensions_for_type("Environment", &exts);
String ext_hint;
for (List<String>::Element *E = exts.front(); E; E = E->next()) {
if (ext_hint != String())
ext_hint += ",";
ext_hint += "*." + E->get();
}
//get path
String env_path = GLOBAL_DEF("rendering/environment/default_environment", "");
//setup property
ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
env_path = env_path.strip_edges();
if (env_path != String()) {
Ref<Environment> env = ResourceLoader::load(env_path);
if (env.is_valid()) {
root->get_world()->set_fallback_environment(env);
} else {
if (Engine::get_singleton()->is_editor_hint()) {
//file was erased, clear the field.
ProjectSettings::get_singleton()->set("rendering/environment/default_environment", "");
} else {
//file was erased, notify user.
ERR_PRINTS(RTR("Default Environment as specified in Project Settings (Rendering -> Environment -> Default Environment) could not be loaded."));
}
}
}
}
stretch_mode = STRETCH_MODE_DISABLED;
stretch_aspect = STRETCH_ASPECT_IGNORE;
stretch_shrink = 1;
last_screen_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
_update_root_rect();
if (ScriptDebugger::get_singleton()) {
ScriptDebugger::get_singleton()->set_request_scene_tree_message_func(_debugger_request_tree, this);
}
root->set_physics_object_picking(GLOBAL_DEF("physics/common/enable_object_picking", true));
#ifdef TOOLS_ENABLED
edited_scene_root = NULL;
#endif
#ifdef DEBUG_ENABLED
live_edit_funcs.udata = this;
live_edit_funcs.node_path_func = _live_edit_node_path_funcs;
live_edit_funcs.res_path_func = _live_edit_res_path_funcs;
live_edit_funcs.node_set_func = _live_edit_node_set_funcs;
live_edit_funcs.node_set_res_func = _live_edit_node_set_res_funcs;
live_edit_funcs.node_call_func = _live_edit_node_call_funcs;
live_edit_funcs.res_set_func = _live_edit_res_set_funcs;
live_edit_funcs.res_set_res_func = _live_edit_res_set_res_funcs;
live_edit_funcs.res_call_func = _live_edit_res_call_funcs;
live_edit_funcs.root_func = _live_edit_root_funcs;
live_edit_funcs.tree_create_node_func = _live_edit_create_node_funcs;
live_edit_funcs.tree_instance_node_func = _live_edit_instance_node_funcs;
live_edit_funcs.tree_remove_node_func = _live_edit_remove_node_funcs;
live_edit_funcs.tree_remove_and_keep_node_func = _live_edit_remove_and_keep_node_funcs;
live_edit_funcs.tree_restore_node_func = _live_edit_restore_node_funcs;
live_edit_funcs.tree_duplicate_node_func = _live_edit_duplicate_node_funcs;
live_edit_funcs.tree_reparent_node_func = _live_edit_reparent_node_funcs;
if (ScriptDebugger::get_singleton()) {
ScriptDebugger::get_singleton()->set_live_edit_funcs(&live_edit_funcs);
}
live_edit_root = NodePath("/root");
#endif
use_font_oversampling = false;
}
SceneTree::~SceneTree() {
}