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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
357 lines
11 KiB
C++
357 lines
11 KiB
C++
/*************************************************************************/
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/* scene_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_TREE_H
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#define SCENE_TREE_H
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#include "core/io/multiplayer_api.h"
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#include "core/os/main_loop.h"
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#include "core/os/thread_safe.h"
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#include "core/templates/self_list.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/world_2d.h"
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#include "scene/resources/world_3d.h"
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#undef Window
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class PackedScene;
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class Node;
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class Window;
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class Material;
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class Mesh;
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class SceneDebugger;
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class SceneTreeTimer : public Reference {
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GDCLASS(SceneTreeTimer, Reference);
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float time_left;
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bool process_pause;
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protected:
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static void _bind_methods();
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public:
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void set_time_left(float p_time);
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float get_time_left() const;
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void set_pause_mode_process(bool p_pause_mode_process);
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bool is_pause_mode_process();
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void release_connections();
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SceneTreeTimer();
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};
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class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
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GDCLASS(SceneTree, MainLoop);
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public:
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typedef void (*IdleCallback)();
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private:
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struct Group {
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Vector<Node *> nodes;
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bool changed;
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Group() { changed = false; };
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};
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Window *root = nullptr;
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uint64_t tree_version = 1;
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float physics_process_time = 1.0;
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float process_time = 1.0;
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bool accept_quit = true;
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bool quit_on_go_back = true;
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#ifdef DEBUG_ENABLED
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bool debug_collisions_hint = false;
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bool debug_navigation_hint = false;
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#endif
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bool pause = false;
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int root_lock = 0;
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Map<StringName, Group> group_map;
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bool _quit = false;
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bool initialized = false;
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StringName tree_changed_name = "tree_changed";
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StringName node_added_name = "node_added";
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StringName node_removed_name = "node_removed";
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StringName node_renamed_name = "node_renamed";
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int64_t current_frame = 0;
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int node_count = 0;
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#ifdef TOOLS_ENABLED
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Node *edited_scene_root;
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#endif
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struct UGCall {
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StringName group;
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StringName call;
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bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; }
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};
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// Safety for when a node is deleted while a group is being called.
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int call_lock = 0;
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Set<Node *> call_skip; // Skip erased nodes.
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List<ObjectID> delete_queue;
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Map<UGCall, Vector<Variant>> unique_group_calls;
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bool ugc_locked = false;
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void _flush_ugc();
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_FORCE_INLINE_ void _update_group_order(Group &g, bool p_use_priority = false);
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void _update_listener();
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Array _get_nodes_in_group(const StringName &p_group);
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Node *current_scene;
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Color debug_collisions_color;
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Color debug_collision_contact_color;
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Color debug_navigation_color;
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Color debug_navigation_disabled_color;
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Ref<ArrayMesh> debug_contact_mesh;
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Ref<Material> navigation_material;
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Ref<Material> navigation_disabled_material;
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Ref<Material> collision_material;
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int collision_debug_contacts;
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void _change_scene(Node *p_to);
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//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
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List<Ref<SceneTreeTimer>> timers;
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///network///
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Ref<MultiplayerAPI> multiplayer;
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bool multiplayer_poll = true;
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void _network_peer_connected(int p_id);
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void _network_peer_disconnected(int p_id);
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void _connected_to_server();
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void _connection_failed();
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void _server_disconnected();
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static SceneTree *singleton;
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friend class Node;
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void tree_changed();
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void node_added(Node *p_node);
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void node_removed(Node *p_node);
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void node_renamed(Node *p_node);
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Group *add_to_group(const StringName &p_group, Node *p_node);
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void remove_from_group(const StringName &p_group, Node *p_node);
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void make_group_changed(const StringName &p_group);
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void _notify_group_pause(const StringName &p_group, int p_notification);
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Variant _call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Variant _call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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void _flush_delete_queue();
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// Optimization.
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friend class CanvasItem;
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friend class Node3D;
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friend class Viewport;
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SelfList<Node>::List xform_change_list;
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#ifdef DEBUG_ENABLED // No live editor in release build.
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friend class LiveEditor;
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#endif
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enum {
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MAX_IDLE_CALLBACKS = 256
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};
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static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS];
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static int idle_callback_count;
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void _call_idle_callbacks();
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void _main_window_focus_in();
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void _main_window_close();
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void _main_window_go_back();
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//used by viewport
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void _call_input_pause(const StringName &p_group, const StringName &p_method, const Ref<InputEvent> &p_input, Viewport *p_viewport);
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protected:
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void _notification(int p_notification);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = 2000
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};
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enum GroupCallFlags {
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GROUP_CALL_DEFAULT = 0,
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GROUP_CALL_REVERSE = 1,
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GROUP_CALL_REALTIME = 2,
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GROUP_CALL_UNIQUE = 4,
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};
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_FORCE_INLINE_ Window *get_root() const { return root; }
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void call_group_flags(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
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void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification);
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void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value);
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void call_group(const StringName &p_group, const StringName &p_function, VARIANT_ARG_LIST);
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void notify_group(const StringName &p_group, int p_notification);
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void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
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void flush_transform_notifications();
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virtual void initialize() override;
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virtual bool physics_process(float p_time) override;
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virtual bool process(float p_time) override;
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virtual void finalize() override;
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void set_auto_accept_quit(bool p_enable);
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void set_quit_on_go_back(bool p_enable);
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void quit(int p_exit_code = -1);
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_FORCE_INLINE_ float get_physics_process_time() const { return physics_process_time; }
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_FORCE_INLINE_ float get_process_time() const { return process_time; }
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#ifdef TOOLS_ENABLED
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bool is_node_being_edited(const Node *p_node) const;
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#else
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bool is_node_being_edited(const Node *p_node) const { return false; }
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#endif
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void set_pause(bool p_enabled);
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bool is_paused() const;
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void set_camera(const RID &p_camera);
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RID get_camera() const;
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#ifdef DEBUG_ENABLED
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void set_debug_collisions_hint(bool p_enabled);
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bool is_debugging_collisions_hint() const;
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void set_debug_navigation_hint(bool p_enabled);
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bool is_debugging_navigation_hint() const;
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#else
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void set_debug_collisions_hint(bool p_enabled) {}
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bool is_debugging_collisions_hint() const { return false; }
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void set_debug_navigation_hint(bool p_enabled) {}
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bool is_debugging_navigation_hint() const { return false; }
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#endif
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void set_debug_collisions_color(const Color &p_color);
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Color get_debug_collisions_color() const;
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void set_debug_collision_contact_color(const Color &p_color);
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Color get_debug_collision_contact_color() const;
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void set_debug_navigation_color(const Color &p_color);
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Color get_debug_navigation_color() const;
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void set_debug_navigation_disabled_color(const Color &p_color);
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Color get_debug_navigation_disabled_color() const;
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Ref<Material> get_debug_navigation_material();
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Ref<Material> get_debug_navigation_disabled_material();
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Ref<Material> get_debug_collision_material();
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Ref<ArrayMesh> get_debug_contact_mesh();
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int get_collision_debug_contact_count() { return collision_debug_contacts; }
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int64_t get_frame() const;
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int get_node_count() const;
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void queue_delete(Object *p_object);
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void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
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bool has_group(const StringName &p_identifier) const;
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//void change_scene(const String& p_path);
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//Node *get_loaded_scene();
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void set_edited_scene_root(Node *p_node);
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Node *get_edited_scene_root() const;
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void set_current_scene(Node *p_scene);
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Node *get_current_scene() const;
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Error change_scene(const String &p_path);
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Error change_scene_to(const Ref<PackedScene> &p_scene);
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Error reload_current_scene();
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Ref<SceneTreeTimer> create_timer(float p_delay_sec, bool p_process_pause = true);
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//used by Main::start, don't use otherwise
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void add_current_scene(Node *p_current);
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static SceneTree *get_singleton() { return singleton; }
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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//network API
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Ref<MultiplayerAPI> get_multiplayer() const;
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void set_multiplayer_poll_enabled(bool p_enabled);
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bool is_multiplayer_poll_enabled() const;
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void set_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_network_peer);
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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bool is_network_server() const;
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bool has_network_peer() const;
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int get_network_unique_id() const;
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Vector<int> get_network_connected_peers() const;
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int get_rpc_sender_id() const;
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void set_refuse_new_network_connections(bool p_refuse);
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bool is_refusing_new_network_connections() const;
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static void add_idle_callback(IdleCallback p_callback);
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//default texture settings
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SceneTree();
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~SceneTree();
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};
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VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);
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#endif // SCENE_TREE_H
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