godot/scene/resources/packed_scene.h

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/*************************************************************************/
/* packed_scene.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef PACKED_SCENE_H
#define PACKED_SCENE_H
#include "resource.h"
#include "scene/main/node.h"
class SceneState : public Reference {
GDCLASS( SceneState, Reference );
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Vector<StringName> names;
Vector<Variant> variants;
Vector<NodePath> node_paths;
Vector<NodePath> editable_instances;
mutable HashMap<NodePath,int> node_path_cache;
mutable Map<int,int> base_scene_node_remap;
int base_scene_idx;
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enum {
NO_PARENT_SAVED=0x7FFFFFFF,
};
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struct NodeData {
int parent;
int owner;
int type;
int name;
int instance;
struct Property {
int name;
int value;
};
Vector<Property> properties;
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Vector<int> groups;
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};
struct PackState {
Ref<SceneState> state;
int node;
PackState() { node=-1; }
};
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Vector<NodeData> nodes;
struct ConnectionData {
int from;
int to;
int signal;
int method;
int flags;
Vector<int> binds;
};
Vector<ConnectionData> connections;
Error _parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map);
Error _parse_connections(Node *p_owner,Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,Map<Node*,int> &nodepath_map);
String path;
uint64_t last_modified_time;
_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
static bool disable_placeholders;
PoolVector<String> _get_node_groups(int p_idx) const;
protected:
static void _bind_methods();
public:
enum {
FLAG_ID_IS_PATH=(1<<30),
TYPE_INSTANCED=0x7FFFFFFF,
FLAG_INSTANCE_IS_PLACEHOLDER=(1<<30),
FLAG_MASK=(1<<24)-1,
};
static void set_disable_placeholders(bool p_disable);
int find_node_by_path(const NodePath& p_node) const;
Variant get_property_value(int p_node,const StringName& p_property,bool &found) const;
bool is_node_in_group(int p_node,const StringName& p_group) const;
bool is_connection(int p_node,const StringName& p_signal,int p_to_node,const StringName& p_to_method) const;
void set_bundled_scene(const Dictionary& p_dictionary);
Dictionary get_bundled_scene() const;
Error pack(Node *p_scene);
void set_path(const String &p_path);
String get_path() const;
void clear();
bool can_instance() const;
Node *instance(bool p_gen_edit_state=false) const;
//unbuild API
int get_node_count() const;
StringName get_node_type(int p_idx) const;
StringName get_node_name(int p_idx) const;
NodePath get_node_path(int p_idx,bool p_for_parent=false) const;
NodePath get_node_owner_path(int p_idx) const;
Ref<PackedScene> get_node_instance(int p_idx) const;
String get_node_instance_placeholder(int p_idx) const;
bool is_node_instance_placeholder(int p_idx) const;
Vector<StringName> get_node_groups(int p_idx) const;
int get_node_property_count(int p_idx) const;
StringName get_node_property_name(int p_idx,int p_prop) const;
Variant get_node_property_value(int p_idx,int p_prop) const;
int get_connection_count() const;
NodePath get_connection_source(int p_idx) const;
StringName get_connection_signal(int p_idx) const;
NodePath get_connection_target(int p_idx) const;
StringName get_connection_method(int p_idx) const;
int get_connection_flags(int p_idx) const;
Array get_connection_binds(int p_idx) const;
bool has_connection(const NodePath &p_node_from, const StringName& p_signal, const NodePath &p_node_to, const StringName& p_method) const;
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Vector<NodePath> get_editable_instances() const;
//build API
int add_name(const StringName& p_name);
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int find_name(const StringName& p_name) const;
int add_value(const Variant& p_value);
int add_node_path(const NodePath& p_path);
int add_node(int p_parent,int p_owner,int p_type,int p_name, int p_instance);
void add_node_property(int p_node,int p_name,int p_value);
void add_node_group(int p_node,int p_group);
void set_base_scene(int p_idx);
void add_connection(int p_from,int p_to, int p_signal, int p_method, int p_flags,const Vector<int>& p_binds);
void add_editable_instance(const NodePath& p_path);
virtual void set_last_modified_time(uint64_t p_time) { last_modified_time=p_time; }
uint64_t get_last_modified_time() const { return last_modified_time; }
SceneState();
};
class PackedScene : public Resource {
GDCLASS(PackedScene, Resource );
RES_BASE_EXTENSION("scn");
Ref<SceneState> state;
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void _set_bundled_scene(const Dictionary& p_scene);
Dictionary _get_bundled_scene() const;
protected:
virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better
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static void _bind_methods();
public:
Error pack(Node *p_scene);
void clear();
bool can_instance() const;
Node *instance(bool p_gen_edit_state=false) const;
void recreate_state();
void replace_state(Ref<SceneState> p_by);
virtual void set_path(const String& p_path,bool p_take_over=false);
#ifdef TOOLS_ENABLED
virtual void set_last_modified_time(uint64_t p_time) { state->set_last_modified_time(p_time); }
#endif
Ref<SceneState> get_state();
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PackedScene();
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};
#endif // SCENE_PRELOADER_H