/*************************************************************************/ /* node.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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 NODE_H #define NODE_H #include "object.h" #include "path_db.h" #include "map.h" #include "object_type_db.h" #include "script_language.h" #include "scene/main/scene_main_loop.h" class Viewport; class SceneState; class Node : public Object { OBJ_TYPE( Node, Object ); OBJ_CATEGORY("Nodes"); public: enum PauseMode { PAUSE_MODE_INHERIT, PAUSE_MODE_STOP, PAUSE_MODE_PROCESS }; struct Comparator { bool operator()(const Node* p_a, const Node* p_b) const { return p_b->is_greater_than(p_a); } }; private: struct GroupData { bool persistent; GroupData() { persistent=false; } }; struct Data { String filename; Ref instance_state; Ref inherited_state; HashMap editable_instances; Node *parent; Node *owner; Vector children; // list of children int pos; int depth; int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed. StringName name; SceneTree *tree; bool inside_tree; #ifdef TOOLS_ENABLED NodePath import_path; //path used when imported, used by scene editors to keep tracking #endif Viewport *viewport; HashMap< StringName, GroupData,StringNameHasher> grouped; List::Element *OW; // owned element List owned; PauseMode pause_mode; Node *pause_owner; // variables used to properly sort the node when processing, ignored otherwise //should move all the stuff below to bits bool fixed_process; bool idle_process; bool input; bool unhandled_input; bool unhandled_key_input; bool parent_owned; bool in_constructor; bool use_placeholder; } data; void _print_tree(const Node *p_node); virtual bool _use_builtin_script() const { return true; } Node *_get_node(const NodePath& p_path) const; Node *_get_child_by_name(const StringName& p_name) const; void _validate_child_name(Node *p_name, bool p_force_human_readable=false); void _propagate_reverse_notification(int p_notification); void _propagate_deferred_notification(int p_notification, bool p_reverse); void _propagate_enter_tree(); void _propagate_ready(); void _propagate_exit_tree(); void _propagate_validate_owner(); void _print_stray_nodes(); void _propagate_pause_owner(Node*p_owner); Array _get_node_and_resource(const NodePath& p_path); void _duplicate_signals(const Node* p_original,Node* p_copy) const; void _duplicate_and_reown(Node* p_new_parent, const Map& p_reown_map) const; Array _get_children() const; Array _get_groups() const; friend class SceneTree; void _set_tree(SceneTree *p_tree); protected: void _block() { data.blocked++; } void _unblock() { data.blocked--; } void _notification(int p_notification); virtual void add_child_notify(Node *p_child); virtual void remove_child_notify(Node *p_child); virtual void move_child_notify(Node *p_child); //void remove_and_delete_child(Node *p_child); void _propagate_replace_owner(Node *p_owner,Node* p_by_owner); static void _bind_methods(); friend class SceneState; void _add_child_nocheck(Node* p_child,const StringName& p_name); void _set_owner_nocheck(Node* p_owner); void _set_name_nocheck(const StringName& p_name); public: enum { // you can make your own, but don't use the same numbers as other notifications in other nodes NOTIFICATION_ENTER_TREE=10, NOTIFICATION_EXIT_TREE =11, NOTIFICATION_MOVED_IN_PARENT =12, NOTIFICATION_READY=13, //NOTIFICATION_PARENT_DECONFIGURED =15, - it's confusing, it's going away NOTIFICATION_PAUSED=14, NOTIFICATION_UNPAUSED=15, NOTIFICATION_FIXED_PROCESS = 16, NOTIFICATION_PROCESS = 17, NOTIFICATION_PARENTED=18, NOTIFICATION_UNPARENTED=19, NOTIFICATION_INSTANCED=20, }; /* NODE/TREE */ StringName get_name() const; void set_name(const String& p_name); void add_child(Node *p_child,bool p_legible_unique_name=false); void remove_child(Node *p_child); int get_child_count() const; Node *get_child(int p_index) const; bool has_node(const NodePath& p_path) const; Node *get_node(const NodePath& p_path) const; Node* find_node(const String& p_mask,bool p_recursive=true,bool p_owned=true) const; bool has_node_and_resource(const NodePath& p_path) const; Node *get_node_and_resource(const NodePath& p_path,RES& r_res) const; Node *get_parent() const; _FORCE_INLINE_ SceneTree *get_tree() const { ERR_FAIL_COND_V( !data.tree, NULL ); return data.tree; } _FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; } bool is_a_parent_of(const Node *p_node) const; bool is_greater_than(const Node *p_node) const; NodePath get_path() const; NodePath get_path_to(const Node *p_node) const; void add_to_group(const StringName& p_identifier,bool p_persistent=false); void remove_from_group(const StringName& p_identifier); bool is_in_group(const StringName& p_identifier) const; struct GroupInfo { StringName name; bool persistent; }; void get_groups(List *p_groups) const; void move_child(Node *p_child,int p_pos); void raise(); void set_owner(Node *p_owner); Node *get_owner() const; void get_owned_by(Node *p_by,List *p_owned); void remove_and_skip(); int get_index() const; void print_tree(); void set_filename(const String& p_filename); String get_filename() const; void set_editable_instance(Node* p_node,bool p_editable); bool is_editable_instance(Node* p_node) const; /* NOTIFICATIONS */ void propagate_notification(int p_notification); /* PROCESSING */ void set_fixed_process(bool p_process); float get_fixed_process_delta_time() const; bool is_fixed_processing() const; void set_process(bool p_process); float get_process_delta_time() const; bool is_processing() const; void set_process_input(bool p_enable); bool is_processing_input() const; void set_process_unhandled_input(bool p_enable); bool is_processing_unhandled_input() const; void set_process_unhandled_key_input(bool p_enable); bool is_processing_unhandled_key_input() const; int get_position_in_parent() const; Node *duplicate(bool p_use_instancing=false) const; Node *duplicate_and_reown(const Map& p_reown_map) const; //Node *clone_tree() const; // used by editors, to save what has changed only void set_scene_instance_state(const Ref& p_state); Ref get_scene_instance_state() const; void set_scene_inherited_state(const Ref& p_state); Ref get_scene_inherited_state() const; void set_scene_instance_load_placeholder(bool p_enable); bool get_scene_instance_load_placeholder() const; static Vector make_binds(VARIANT_ARG_LIST); void replace_by(Node* p_node,bool p_keep_data=false); void set_pause_mode(PauseMode p_mode); PauseMode get_pause_mode() const; bool can_process() const; static void print_stray_nodes(); String validate_child_name(const String& p_name) const; void queue_delete(); //shitty hacks for speed static void set_human_readable_collision_renaming(bool p_enabled); static void init_node_hrcr(); void force_parent_owned() { data.parent_owned=true; } //hack to avoid duplicate nodes #ifdef TOOLS_ENABLED void set_import_path(const NodePath& p_import_path); //path used when imported, used by scene editors to keep tracking NodePath get_import_path() const; #endif void get_argument_options(const StringName& p_function,int p_idx,List*r_options) const; void clear_internal_tree_resource_paths(); _FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; } /* CANVAS */ Node(); ~Node(); }; typedef Set NodeSet; #endif