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489 lines
17 KiB
C++
489 lines
17 KiB
C++
/*************************************************************************/
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/* node.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 NODE_H
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#define NODE_H
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#include "core/config/project_settings.h"
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#include "core/object/class_db.h"
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#include "core/object/script_language.h"
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#include "core/string/node_path.h"
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#include "core/templates/map.h"
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#include "core/variant/typed_array.h"
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#include "scene/main/scene_tree.h"
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class Viewport;
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class SceneState;
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class Tween;
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class PropertyTweener;
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class Node : public Object {
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GDCLASS(Node, Object);
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OBJ_CATEGORY("Nodes");
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public:
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enum ProcessMode {
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PROCESS_MODE_INHERIT, // same as parent node
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PROCESS_MODE_PAUSABLE, // process only if not paused
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PROCESS_MODE_WHEN_PAUSED, // process only if paused
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PROCESS_MODE_ALWAYS, // process always
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PROCESS_MODE_DISABLED, // never process
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};
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1,
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DUPLICATE_GROUPS = 2,
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DUPLICATE_SCRIPTS = 4,
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DUPLICATE_USE_INSTANCING = 8,
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#ifdef TOOLS_ENABLED
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DUPLICATE_FROM_EDITOR = 16,
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#endif
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};
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enum NameCasing {
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NAME_CASING_PASCAL_CASE,
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NAME_CASING_CAMEL_CASE,
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NAME_CASING_SNAKE_CASE
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};
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enum InternalMode {
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INTERNAL_MODE_DISABLED,
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INTERNAL_MODE_FRONT,
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INTERNAL_MODE_BACK,
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};
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struct Comparator {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
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};
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struct ComparatorWithPriority {
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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; }
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};
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static int orphan_node_count;
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private:
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struct GroupData {
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bool persistent = false;
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SceneTree::Group *group = nullptr;
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};
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struct Data {
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String scene_file_path;
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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Node *parent = nullptr;
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Node *owner = nullptr;
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Vector<Node *> children;
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int internal_children_front = 0;
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int internal_children_back = 0;
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int pos = -1;
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int depth = -1;
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int blocked = 0; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name;
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SceneTree *tree = nullptr;
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bool inside_tree = false;
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bool ready_notified = false; // This is a small hack, so if a node is added during _ready() to the tree, it correctly gets the _ready() notification.
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bool ready_first = true;
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#ifdef TOOLS_ENABLED
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NodePath import_path; // Path used when imported, used by scene editors to keep tracking.
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#endif
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String editor_description;
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Viewport *viewport = nullptr;
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Map<StringName, GroupData> grouped;
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List<Node *>::Element *OW = nullptr; // Owned element.
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List<Node *> owned;
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ProcessMode process_mode = PROCESS_MODE_INHERIT;
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Node *process_owner = nullptr;
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int multiplayer_authority = 1; // Server by default.
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Vector<Multiplayer::RPCConfig> rpc_methods;
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// Variables used to properly sort the node when processing, ignored otherwise.
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// TODO: Should move all the stuff below to bits.
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bool physics_process = false;
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bool process = false;
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int process_priority = 0;
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bool physics_process_internal = false;
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bool process_internal = false;
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bool input = false;
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bool unhandled_input = false;
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bool unhandled_key_input = false;
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bool parent_owned = false;
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bool in_constructor = true;
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bool use_placeholder = false;
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bool display_folded = false;
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bool editable_instance = false;
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mutable NodePath *path_cache = nullptr;
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} data;
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Ref<MultiplayerAPI> multiplayer;
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void _print_tree_pretty(const String &prefix, const bool last);
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void _print_tree(const Node *p_node);
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Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
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void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
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void _generate_serial_child_name(const Node *p_child, StringName &name) const;
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
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void _propagate_enter_tree();
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void _propagate_ready();
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void _propagate_exit_tree();
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void _propagate_after_exit_tree();
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void _propagate_validate_owner();
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void _print_stray_nodes();
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void _propagate_process_owner(Node *p_owner, int p_pause_notification, int p_enabled_notification);
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Array _get_node_and_resource(const NodePath &p_path);
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void _duplicate_signals(const Node *p_original, Node *p_copy) const;
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Node *_duplicate(int p_flags, Map<const Node *, Node *> *r_duplimap = nullptr) const;
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TypedArray<Node> _get_children(bool p_include_internal = true) const;
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Array _get_groups() const;
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Variant _rpc_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Variant _rpc_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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_FORCE_INLINE_ bool _is_internal_front() const { return data.parent && data.pos < data.parent->data.internal_children_front; }
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_FORCE_INLINE_ bool _is_internal_back() const { return data.parent && data.pos >= data.parent->data.children.size() - data.parent->data.internal_children_back; }
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friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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void _propagate_pause_notification(bool p_enable);
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_FORCE_INLINE_ bool _can_process(bool p_paused) const;
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_FORCE_INLINE_ bool _is_enabled() const;
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protected:
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void _block() { data.blocked++; }
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void _unblock() { data.blocked--; }
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void _notification(int p_notification);
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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virtual void move_child_notify(Node *p_child);
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void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
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static void _bind_methods();
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static String _get_name_num_separator();
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friend class SceneState;
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friend class MultiplayerReplicator;
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void _add_child_nocheck(Node *p_child, const StringName &p_name);
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void _set_owner_nocheck(Node *p_owner);
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void _set_name_nocheck(const StringName &p_name);
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//call from SceneTree
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void _call_input(const Ref<InputEvent> &p_event);
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void _call_unhandled_input(const Ref<InputEvent> &p_event);
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void _call_unhandled_key_input(const Ref<InputEvent> &p_event);
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protected:
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virtual void input(const Ref<InputEvent> &p_event);
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virtual void unhandled_input(const Ref<InputEvent> &p_event);
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virtual void unhandled_key_input(const Ref<InputEvent> &p_key_event);
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GDVIRTUAL1(_process, double)
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GDVIRTUAL1(_physics_process, double)
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GDVIRTUAL0(_enter_tree)
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GDVIRTUAL0(_exit_tree)
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GDVIRTUAL0(_ready)
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GDVIRTUAL0RC(Vector<String>, _get_configuration_warnings)
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GDVIRTUAL1(_input, Ref<InputEvent>)
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GDVIRTUAL1(_unhandled_input, Ref<InputEvent>)
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GDVIRTUAL1(_unhandled_key_input, Ref<InputEvent>)
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public:
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enum {
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// you can make your own, but don't use the same numbers as other notifications in other nodes
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NOTIFICATION_ENTER_TREE = 10,
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NOTIFICATION_EXIT_TREE = 11,
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NOTIFICATION_MOVED_IN_PARENT = 12,
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NOTIFICATION_READY = 13,
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NOTIFICATION_PAUSED = 14,
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NOTIFICATION_UNPAUSED = 15,
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NOTIFICATION_PHYSICS_PROCESS = 16,
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NOTIFICATION_PROCESS = 17,
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NOTIFICATION_PARENTED = 18,
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NOTIFICATION_UNPARENTED = 19,
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NOTIFICATION_INSTANCED = 20,
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NOTIFICATION_DRAG_BEGIN = 21,
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NOTIFICATION_DRAG_END = 22,
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NOTIFICATION_PATH_CHANGED = 23,
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//NOTIFICATION_TRANSLATION_CHANGED = 24, moved below
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NOTIFICATION_INTERNAL_PROCESS = 25,
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NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
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NOTIFICATION_POST_ENTER_TREE = 27,
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NOTIFICATION_DISABLED = 28,
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NOTIFICATION_ENABLED = 29,
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//keep these linked to node
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NOTIFICATION_WM_MOUSE_ENTER = 1002,
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NOTIFICATION_WM_MOUSE_EXIT = 1003,
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NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004,
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NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005,
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NOTIFICATION_WM_CLOSE_REQUEST = 1006,
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NOTIFICATION_WM_GO_BACK_REQUEST = 1007,
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NOTIFICATION_WM_SIZE_CHANGED = 1008,
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NOTIFICATION_WM_DPI_CHANGE = 1009,
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NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
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NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
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NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
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NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
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NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
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NOTIFICATION_APPLICATION_RESUMED = MainLoop::NOTIFICATION_APPLICATION_RESUMED,
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NOTIFICATION_APPLICATION_PAUSED = MainLoop::NOTIFICATION_APPLICATION_PAUSED,
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NOTIFICATION_APPLICATION_FOCUS_IN = MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN,
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NOTIFICATION_APPLICATION_FOCUS_OUT = MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT,
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NOTIFICATION_TEXT_SERVER_CHANGED = MainLoop::NOTIFICATION_TEXT_SERVER_CHANGED,
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// Editor specific node notifications
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NOTIFICATION_EDITOR_PRE_SAVE = 9001,
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NOTIFICATION_EDITOR_POST_SAVE = 9002,
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};
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/* NODE/TREE */
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StringName get_name() const;
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void set_name(const String &p_name);
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void add_child(Node *p_child, bool p_legible_unique_name = false, InternalMode p_internal = INTERNAL_MODE_DISABLED);
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void add_sibling(Node *p_sibling, bool p_legible_unique_name = false);
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void remove_child(Node *p_child);
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int get_child_count(bool p_include_internal = true) const;
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Node *get_child(int p_index, bool p_include_internal = true) const;
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bool has_node(const NodePath &p_path) const;
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Node *get_node(const NodePath &p_path) const;
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Node *get_node_or_null(const NodePath &p_path) const;
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Node *find_node(const String &p_mask, bool p_recursive = true, bool p_owned = true) const;
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bool has_node_and_resource(const NodePath &p_path) const;
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Node *get_node_and_resource(const NodePath &p_path, RES &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
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Node *get_parent() const;
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Node *find_parent(const String &p_mask) const;
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_FORCE_INLINE_ SceneTree *get_tree() const {
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ERR_FAIL_COND_V(!data.tree, nullptr);
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return data.tree;
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}
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_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
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bool is_ancestor_of(const Node *p_node) const;
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bool is_greater_than(const Node *p_node) const;
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NodePath get_path() const;
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NodePath get_path_to(const Node *p_node) const;
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Node *find_common_parent_with(const Node *p_node) const;
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void add_to_group(const StringName &p_identifier, bool p_persistent = false);
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void remove_from_group(const StringName &p_identifier);
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bool is_in_group(const StringName &p_identifier) const;
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struct GroupInfo {
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StringName name;
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bool persistent = false;
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};
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void get_groups(List<GroupInfo> *p_groups) const;
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int get_persistent_group_count() const;
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void move_child(Node *p_child, int p_pos);
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void _move_child(Node *p_child, int p_pos, bool p_ignore_end = false);
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void raise();
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void set_owner(Node *p_owner);
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Node *get_owner() const;
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void get_owned_by(Node *p_by, List<Node *> *p_owned);
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void remove_and_skip();
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int get_index(bool p_include_internal = true) const;
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Ref<Tween> create_tween();
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void print_tree();
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void print_tree_pretty();
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void set_scene_file_path(const String &p_scene_file_path);
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String get_scene_file_path() const;
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void set_editor_description(const String &p_editor_description);
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String get_editor_description() const;
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void set_editable_instance(Node *p_node, bool p_editable);
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bool is_editable_instance(const Node *p_node) const;
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Node *get_deepest_editable_node(Node *p_start_node) const;
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virtual String to_string() override;
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/* NOTIFICATIONS */
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void propagate_notification(int p_notification);
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void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
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/* PROCESSING */
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void set_physics_process(bool p_process);
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double get_physics_process_delta_time() const;
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bool is_physics_processing() const;
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void set_process(bool p_process);
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double get_process_delta_time() const;
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bool is_processing() const;
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void set_physics_process_internal(bool p_process_internal);
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bool is_physics_processing_internal() const;
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void set_process_internal(bool p_process_internal);
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bool is_processing_internal() const;
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void set_process_priority(int p_priority);
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int get_process_priority() const;
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void set_process_input(bool p_enable);
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bool is_processing_input() const;
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void set_process_unhandled_input(bool p_enable);
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bool is_processing_unhandled_input() const;
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void set_process_unhandled_key_input(bool p_enable);
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bool is_processing_unhandled_key_input() const;
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Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
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#ifdef TOOLS_ENABLED
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap) const;
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Node *duplicate_from_editor(Map<const Node *, Node *> &r_duplimap, const Map<RES, RES> &p_resource_remap) const;
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void remap_node_resources(Node *p_node, const Map<RES, RES> &p_resource_remap) const;
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void remap_nested_resources(RES p_resource, const Map<RES, RES> &p_resource_remap) const;
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#endif
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// used by editors, to save what has changed only
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void set_scene_instance_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_instance_state() const;
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void set_scene_inherited_state(const Ref<SceneState> &p_state);
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Ref<SceneState> get_scene_inherited_state() const;
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void set_scene_instance_load_placeholder(bool p_enable);
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bool get_scene_instance_load_placeholder() const;
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static Vector<Variant> make_binds(VARIANT_ARG_LIST);
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void replace_by(Node *p_node, bool p_keep_data = false);
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void set_process_mode(ProcessMode p_mode);
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ProcessMode get_process_mode() const;
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bool can_process() const;
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bool can_process_notification(int p_what) const;
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bool is_enabled() const;
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void request_ready();
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static void print_stray_nodes();
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#ifdef TOOLS_ENABLED
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String validate_child_name(Node *p_child);
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#endif
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void queue_delete();
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//hacks for speed
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static void set_human_readable_collision_renaming(bool p_enabled);
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static void init_node_hrcr();
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void force_parent_owned() { data.parent_owned = true; } //hack to avoid duplicate nodes
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void set_import_path(const NodePath &p_import_path); //path used when imported, used by scene editors to keep tracking
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NodePath get_import_path() const;
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bool is_owned_by_parent() const;
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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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void clear_internal_tree_resource_paths();
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_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
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virtual TypedArray<String> get_configuration_warnings() const;
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String get_configuration_warnings_as_string() const;
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void update_configuration_warnings();
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void set_display_folded(bool p_folded);
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bool is_displayed_folded() const;
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/* NETWORK */
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void set_multiplayer_authority(int p_peer_id, bool p_recursive = true);
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int get_multiplayer_authority() const;
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bool is_multiplayer_authority() const;
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uint16_t rpc_config(const StringName &p_method, Multiplayer::RPCMode p_rpc_mode, Multiplayer::TransferMode p_transfer_mode, int p_channel = 0); // config a local method for RPC
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Vector<Multiplayer::RPCConfig> get_node_rpc_methods() const;
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void rpc(const StringName &p_method, VARIANT_ARG_LIST); // RPC, honors RPCMode, TransferMode, channel
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void rpc_id(int p_peer_id, const StringName &p_method, VARIANT_ARG_LIST); // RPC to specific peer(s), honors RPCMode, TransferMode, channel
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void rpcp(int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
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Ref<MultiplayerAPI> get_multiplayer() const;
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Ref<MultiplayerAPI> get_custom_multiplayer() const;
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void set_custom_multiplayer(Ref<MultiplayerAPI> p_multiplayer);
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Node();
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~Node();
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};
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VARIANT_ENUM_CAST(Node::DuplicateFlags);
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typedef Set<Node *, Node::Comparator> NodeSet;
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#endif
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