godot/scene/main/node.h
Juan Linietsky e9bbb97acc Multiple scene editing *POTENTIALLY UNSTABLE*
-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
2015-06-22 00:04:15 -03:00

310 lines
9 KiB
C++

/*************************************************************************/
/* node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 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 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;
Dictionary instance_state;
Vector<StringName> instance_groups;
Vector<Connection> instance_connections;
Node *parent;
Node *owner;
Vector<Node*> 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<Node*>::Element *OW; // owned element
List<Node*> owned;
PauseMode pause_mode;
Node *pause_owner;
// variables used to properly sort the node when processing, ignored otherwise
bool fixed_process;
bool idle_process;
bool input;
bool unhandled_input;
bool unhandled_key_input;
bool parent_owned;
bool in_constructor;
} data;
void _print_tree(const Node *p_node);
virtual bool _use_builtin_script() const { return true; }
Node *_get_node(const NodePath& p_path) const;
void _validate_child_name(Node *p_name);
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<Node*,Node*>& 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 PackedScene;
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);
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 {
String name;
bool persistent;
};
void get_groups(List<GroupInfo> *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<Node*> *p_owned);
void remove_and_skip();
int get_index() const;
void print_tree();
void set_filename(const String& p_filename);
String get_filename() 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() const;
Node *duplicate_and_reown(const Map<Node*,Node*>& p_reown_map) const;
//Node *clone_tree() const;
// used by editors, to save what has changed only
void generate_instance_state();
Dictionary get_instance_state() const;
Vector<StringName> get_instance_groups() const;
Vector<Connection> get_instance_connections() const;
static Vector<Variant> 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();
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<String>*r_options) const;
void clear_internal_tree_resource_paths();
_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
/* CANVAS */
Node();
~Node();
};
typedef Set<Node*,Node::Comparator> NodeSet;
#endif