/*************************************************************************/ /* scene_main_loop.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 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 */ class SceneMainLoop; class Node; class Viewport; class SceneMainLoop : public MainLoop { _THREAD_SAFE_CLASS_ OBJ_TYPE( SceneMainLoop, 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 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 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; struct UGCall { StringName group; StringName call; bool operator<(const UGCall& p_with) const { return group==p_with.group?call call_skip; //skip erased nodes StretchMode stretch_mode; StretchAspect stretch_aspect; Size2i stretch_min; void _update_root_rect(); List delete_queue; Map > 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::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 *p_list); void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize); SceneMainLoop(); ~SceneMainLoop(); }; VARIANT_ENUM_CAST( SceneMainLoop::StretchMode ); VARIANT_ENUM_CAST( SceneMainLoop::StretchAspect ); #endif