Implement Node::get_process_priority() and its associated property

This closes #33660.
This commit is contained in:
Hugo Locurcio 2019-11-16 22:07:02 +01:00
parent 98caeb635c
commit ae76c62601
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GPG key ID: 39E8F8BE30B0A49C
4 changed files with 11 additions and 10 deletions

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@ -783,15 +783,6 @@
Enables or disabled internal processing for this node. Internal processing happens in isolation from the normal [method _process] calls and is used by some nodes internally to guarantee proper functioning even if the node is paused or processing is disabled for scripting ([method set_process]). Only useful for advanced uses to manipulate built-in nodes' behaviour.
</description>
</method>
<method name="set_process_priority">
<return type="void">
</return>
<argument index="0" name="priority" type="int">
</argument>
<description>
Sets the node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes with a higher process priority will have their processing callbacks executed first.
</description>
</method>
<method name="set_process_unhandled_input">
<return type="void">
</return>
@ -847,6 +838,9 @@
<member name="pause_mode" type="int" setter="set_pause_mode" getter="get_pause_mode" enum="Node.PauseMode" default="0">
Pause mode. How the node will behave if the [SceneTree] is paused.
</member>
<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" default="0">
The node's priority in the execution order of the enabled processing callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes with a higher process priority will have their processing callbacks executed first.
</member>
</members>
<signals>
<signal name="ready">

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@ -752,7 +752,6 @@
print(some_array[0]) # Prints "Four"
print(some_array[1]) # Prints "Three,Two,One"
[/codeblock]
</description>
</method>
<method name="rstrip">

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@ -850,6 +850,11 @@ void Node::set_process_priority(int p_priority) {
data.tree->make_group_changed("physics_process_internal");
}
int Node::get_process_priority() const {
return data.process_priority;
}
void Node::set_process_input(bool p_enable) {
if (p_enable == data.input)
@ -2754,6 +2759,7 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_process_delta_time"), &Node::get_process_delta_time);
ClassDB::bind_method(D_METHOD("set_process", "enable"), &Node::set_process);
ClassDB::bind_method(D_METHOD("set_process_priority", "priority"), &Node::set_process_priority);
ClassDB::bind_method(D_METHOD("get_process_priority"), &Node::get_process_priority);
ClassDB::bind_method(D_METHOD("is_processing"), &Node::is_processing);
ClassDB::bind_method(D_METHOD("set_process_input", "enable"), &Node::set_process_input);
ClassDB::bind_method(D_METHOD("is_processing_input"), &Node::is_processing_input);
@ -2894,6 +2900,7 @@ void Node::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Node", 0), "set_owner", "get_owner");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "", "get_multiplayer");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_multiplayer", PROPERTY_HINT_RESOURCE_TYPE, "MultiplayerAPI", 0), "set_custom_multiplayer", "get_custom_multiplayer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "process_priority"), "set_process_priority", "get_process_priority");
BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));

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@ -350,6 +350,7 @@ public:
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;