godot/servers/visual_server_callbacks.h
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

67 lines
3 KiB
C++

/*************************************************************************/
/* visual_server_callbacks.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 VISUAL_SERVER_CALLBACKS_H
#define VISUAL_SERVER_CALLBACKS_H
#include "core/local_vector.h"
#include "core/object_id.h"
#include "core/os/mutex.h"
class VisualServerCallbacks {
public:
enum CallbackType {
CALLBACK_NOTIFICATION_ENTER_GAMEPLAY,
CALLBACK_NOTIFICATION_EXIT_GAMEPLAY,
CALLBACK_SIGNAL_ENTER_GAMEPLAY,
CALLBACK_SIGNAL_EXIT_GAMEPLAY,
};
struct Message {
CallbackType type;
ObjectID object_id;
};
void lock();
void unlock();
void flush();
void push_message(const Message &p_message) { messages.push_back(p_message); }
int32_t get_num_messages() const { return messages.size(); }
const Message &get_message(int p_index) const { return messages[p_index]; }
void clear() { messages.clear(); }
private:
LocalVector<Message, int32_t> messages;
Mutex mutex;
};
#endif // VISUAL_SERVER_CALLBACKS_H