godot/scene/main/scene_main_loop.h
2015-04-18 14:38:54 -03:00

249 lines
6.7 KiB
C++

/*************************************************************************/
/* scene_main_loop.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SCENE_MAIN_LOOP_H
#define SCENE_MAIN_LOOP_H
#include "os/main_loop.h"
#include "scene/resources/world.h"
#include "scene/resources/world_2d.h"
#include "scene/main/scene_singleton.h"
#include "os/thread_safe.h"
#include "self_list.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SceneTree;
class Node;
class Viewport;
class SceneTree : public MainLoop {
_THREAD_SAFE_CLASS_
OBJ_TYPE( SceneTree, MainLoop );
public:
enum StretchMode {
STRETCH_MODE_DISABLED,
STRETCH_MODE_2D,
STRETCH_MODE_VIEWPORT,
};
enum StretchAspect {
STRETCH_ASPECT_IGNORE,
STRETCH_ASPECT_KEEP,
STRETCH_ASPECT_KEEP_WIDTH,
STRETCH_ASPECT_KEEP_HEIGHT,
};
private:
struct Group {
Vector<Node*> nodes;
uint64_t last_tree_version;
Group() { last_tree_version=0; };
};
Viewport *root;
uint64_t tree_version;
float fixed_process_time;
float idle_process_time;
bool accept_quit;
uint32_t last_id;
bool editor_hint;
bool pause;
int root_lock;
Map<StringName,Group> group_map;
bool _quit;
bool initialized;
bool input_handled;
Size2 last_screen_size;
StringName tree_changed_name;
StringName node_removed_name;
int64_t current_frame;
int node_count;
#ifdef TOOLS_ENABLED
Node *edited_scene_root;
#endif
struct UGCall {
StringName group;
StringName call;
bool operator<(const UGCall& p_with) const { return group==p_with.group?call<p_with.call:group<p_with.group; }
};
//safety for when a node is deleted while a group is being called
int call_lock;
Set<Node*> call_skip; //skip erased nodes
StretchMode stretch_mode;
StretchAspect stretch_aspect;
Size2i stretch_min;
void _update_root_rect();
List<ObjectID> delete_queue;
Map<UGCall,Vector<Variant> > unique_group_calls;
bool ugc_locked;
void _flush_ugc();
void _flush_transform_notifications();
void _update_group_order(Group& g);
void _update_listener();
Array _get_nodes_in_group(const StringName& p_group);
//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
friend class Node;
void tree_changed();
void node_removed(Node *p_node);
void add_to_group(const StringName& p_group, Node *p_node);
void remove_from_group(const StringName& p_group, Node *p_node);
void _notify_group_pause(const StringName& p_group,int p_notification);
void _call_input_pause(const StringName& p_group,const StringName& p_method,const InputEvent& p_input);
Variant _call_group(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
static void _debugger_request_tree(void *self);
void _flush_delete_queue();
//optimization
friend class CanvasItem;
friend class Spatial;
friend class Viewport;
SelfList<Node>::List xform_change_list;
protected:
void _notification(int p_notification);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED=29
};
enum CallGroupFlags {
GROUP_CALL_DEFAULT=0,
GROUP_CALL_REVERSE=1,
GROUP_CALL_REALTIME=2,
GROUP_CALL_UNIQUE=4,
GROUP_CALL_MULIILEVEL=8,
};
_FORCE_INLINE_ Viewport *get_root() const { return root; }
uint32_t get_last_event_id() const;
void call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,VARIANT_ARG_LIST);
void notify_group(uint32_t p_call_flags,const StringName& p_group,int p_notification);
void set_group(uint32_t p_call_flags,const StringName& p_group,const String& p_name,const Variant& p_value);
virtual void input_text( const String& p_text );
virtual void input_event( const InputEvent& p_event );
virtual void init();
virtual bool iteration(float p_time);
virtual bool idle(float p_time);
virtual void finish();
void set_auto_accept_quit(bool p_enable);
void quit();
void set_input_as_handled();
_FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; }
_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }
void set_editor_hint(bool p_enabled);
bool is_editor_hint() const;
void set_pause(bool p_enabled);
bool is_paused() const;
void set_camera(const RID& p_camera);
RID get_camera() const;
int64_t get_frame() const;
int get_node_count() const;
void queue_delete(Object *p_object);
void get_nodes_in_group(const StringName& p_group,List<Node*> *p_list);
void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize);
//void change_scene(const String& p_path);
//Node *get_loaded_scene();
#ifdef TOOLS_ENABLED
void set_edited_scene_root(Node *p_node);
Node *get_edited_scene_root() const;
#endif
SceneTree();
~SceneTree();
};
VARIANT_ENUM_CAST( SceneTree::StretchMode );
VARIANT_ENUM_CAST( SceneTree::StretchAspect );
#endif