virtualx-engine/scene/main/node.h
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

475 lines
16 KiB
C++

/*************************************************************************/
/* node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef NODE_H
#define NODE_H
#include "core/class_db.h"
#include "core/map.h"
#include "core/node_path.h"
#include "core/object.h"
#include "core/project_settings.h"
#include "core/script_language.h"
#include "core/typed_array.h"
#include "scene/main/scene_tree.h"
class Viewport;
class SceneState;
class Node : public Object {
GDCLASS(Node, Object);
OBJ_CATEGORY("Nodes");
public:
enum PauseMode {
PAUSE_MODE_INHERIT,
PAUSE_MODE_STOP,
PAUSE_MODE_PROCESS
};
enum DuplicateFlags {
DUPLICATE_SIGNALS = 1,
DUPLICATE_GROUPS = 2,
DUPLICATE_SCRIPTS = 4,
DUPLICATE_USE_INSTANCING = 8,
#ifdef TOOLS_ENABLED
DUPLICATE_FROM_EDITOR = 16,
#endif
};
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;
SceneTree::Group *group;
GroupData() { persistent = false; }
};
struct NetData {
StringName name;
MultiplayerAPI::RPCMode mode;
};
struct Data {
String filename;
Ref<SceneState> instance_state;
Ref<SceneState> inherited_state;
HashMap<NodePath, int> editable_instances;
Node *parent;
Node *owner;
Vector<Node *> children; // list of children
int pos;
int depth;
int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
StringName name;
SceneTree *tree;
bool inside_tree;
bool ready_notified; //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;
#ifdef TOOLS_ENABLED
NodePath import_path; //path used when imported, used by scene editors to keep tracking
#endif
Viewport *viewport;
Map<StringName, GroupData> grouped;
List<Node *>::Element *OW; // owned element
List<Node *> owned;
PauseMode pause_mode;
Node *pause_owner;
int network_master;
Vector<NetData> rpc_methods;
Vector<NetData> rpc_properties;
// variables used to properly sort the node when processing, ignored otherwise
//should move all the stuff below to bits
bool physics_process;
bool idle_process;
int process_priority;
bool physics_process_internal;
bool idle_process_internal;
bool input;
bool unhandled_input;
bool unhandled_key_input;
bool parent_owned;
bool in_constructor;
bool use_placeholder;
bool display_folded;
mutable NodePath *path_cache;
} data;
enum NameCasing {
NAME_CASING_PASCAL_CASE,
NAME_CASING_CAMEL_CASE,
NAME_CASING_SNAKE_CASE
};
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_validate_owner();
void _print_stray_nodes();
void _propagate_pause_owner(Node *p_owner);
Array _get_node_and_resource(const NodePath &p_path);
void _duplicate_signals(const Node *p_original, Node *p_copy) const;
void _duplicate_and_reown(Node *p_new_parent, const Map<Node *, Node *> &p_reown_map) const;
Node *_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap = nullptr) const;
TypedArray<Node> _get_children() const;
Array _get_groups() const;
Variant _rpc_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
Variant _rpc_unreliable_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
Variant _rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
friend class SceneTree;
void _set_tree(SceneTree *p_tree);
#ifdef TOOLS_ENABLED
friend class SceneTreeEditor;
#endif
static String invalid_character;
static bool _validate_node_name(String &p_name);
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);
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);
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_INSTANCED = 20,
NOTIFICATION_DRAG_BEGIN = 21,
NOTIFICATION_DRAG_END = 22,
NOTIFICATION_PATH_CHANGED = 23,
//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
NOTIFICATION_INTERNAL_PROCESS = 25,
NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
NOTIFICATION_POST_ENTER_TREE = 27,
//keep these linked to node
NOTIFICATION_WM_MOUSE_ENTER = 1002,
NOTIFICATION_WM_MOUSE_EXIT = 1003,
NOTIFICATION_WM_FOCUS_IN = 1004,
NOTIFICATION_WM_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_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_APP_RESUMED = MainLoop::NOTIFICATION_APP_RESUMED,
NOTIFICATION_APP_PAUSED = MainLoop::NOTIFICATION_APP_PAUSED
};
/* NODE/TREE */
StringName get_name() const;
void set_name(const String &p_name);
void add_child(Node *p_child, bool p_legible_unique_name = false);
void add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name = false);
void remove_child(Node *p_child);
int get_child_count() const;
Node *get_child(int p_index) 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_node(const String &p_mask, 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, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
Node *get_parent() const;
Node *find_parent(const String &p_mask) 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_a_parent_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) 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;
};
void get_groups(List<GroupInfo> *p_groups) const;
int get_persistent_group_count() const;
void move_child(Node *p_child, int p_pos);
void raise();
void set_owner(Node *p_owner);
Node *get_owner() const;
void get_owned_by(Node *p_by, List<Node *> *p_owned);
void remove_and_skip();
int get_index() const;
void print_tree();
void print_tree_pretty();
void set_filename(const String &p_filename);
String get_filename() 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;
void set_editable_instances(const HashMap<NodePath, int> &p_editable_instances);
HashMap<NodePath, int> get_editable_instances() const;
/* 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);
float get_physics_process_delta_time() const;
bool is_physics_processing() const;
void set_process(bool p_idle_process);
float 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_idle_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_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;
Node *duplicate_and_reown(const Map<Node *, Node *> &p_reown_map) const;
#ifdef TOOLS_ENABLED
Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap) 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;
static Vector<Variant> make_binds(VARIANT_ARG_LIST);
void replace_by(Node *p_node, bool p_keep_data = false);
void set_pause_mode(PauseMode p_mode);
PauseMode get_pause_mode() const;
bool can_process() const;
bool can_process_notification(int p_what) const;
void request_ready();
static void print_stray_nodes();
#ifdef TOOLS_ENABLED
String validate_child_name(Node *p_child);
#endif
void queue_delete();
//hacks for speed
static void set_human_readable_collision_renaming(bool p_enabled);
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;
void clear_internal_tree_resource_paths();
_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
virtual String get_configuration_warning() const;
void update_configuration_warning();
void set_display_folded(bool p_folded);
bool is_displayed_folded() const;
/* NETWORK */
void set_network_master(int p_peer_id, bool p_recursive = true);
int get_network_master() const;
bool is_network_master() const;
uint16_t rpc_config(const StringName &p_method, MultiplayerAPI::RPCMode p_mode); // config a local method for RPC
uint16_t rset_config(const StringName &p_property, MultiplayerAPI::RPCMode p_mode); // config a local property for RPC
void rpc(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable(const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rpc_unreliable_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); //rpc call, honors RPCMode
void rset(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rset_unreliable(const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rset_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rset_unreliable_id(int p_peer_id, const StringName &p_property, const Variant &p_value); //remote set call, honors RPCMode
void rpcp(int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
void rsetp(int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
Ref<MultiplayerAPI> get_multiplayer() const;
Ref<MultiplayerAPI> get_custom_multiplayer() const;
void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
/// Returns the rpc method ID, otherwise UINT32_MAX
uint16_t get_node_rpc_method_id(const StringName &p_method) const;
StringName get_node_rpc_method(const uint16_t p_rpc_method_id) const;
MultiplayerAPI::RPCMode get_node_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
MultiplayerAPI::RPCMode get_node_rpc_mode(const StringName &p_method) const;
/// Returns the rpc property ID, otherwise UINT32_MAX
uint16_t get_node_rset_property_id(const StringName &p_property) const;
StringName get_node_rset_property(const uint16_t p_rset_property_id) const;
MultiplayerAPI::RPCMode get_node_rset_mode_by_id(const uint16_t p_rpc_method_id) const;
MultiplayerAPI::RPCMode get_node_rset_mode(const StringName &p_property) const;
/// Can be used to check if the rpc methods and the rset properties are the
/// same across the peers.
String get_rpc_md5() const;
Node();
~Node();
};
VARIANT_ENUM_CAST(Node::DuplicateFlags);
typedef Set<Node *, Node::Comparator> NodeSet;
#endif