-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
355 lines
13 KiB
C++
355 lines
13 KiB
C++
/*************************************************************************/
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/* scene_main_loop.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENE_MAIN_LOOP_H
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#define SCENE_MAIN_LOOP_H
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#include "os/main_loop.h"
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#include "scene/resources/world.h"
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#include "scene/resources/world_2d.h"
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#include "scene/main/scene_singleton.h"
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#include "os/thread_safe.h"
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#include "self_list.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SceneTree;
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class PackedScene;
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class Node;
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class Viewport;
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class Material;
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class Mesh;
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class SceneTree : public MainLoop {
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_THREAD_SAFE_CLASS_
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OBJ_TYPE( SceneTree, MainLoop );
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public:
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enum StretchMode {
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STRETCH_MODE_DISABLED,
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STRETCH_MODE_2D,
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STRETCH_MODE_VIEWPORT,
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};
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enum StretchAspect {
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STRETCH_ASPECT_IGNORE,
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STRETCH_ASPECT_KEEP,
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STRETCH_ASPECT_KEEP_WIDTH,
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STRETCH_ASPECT_KEEP_HEIGHT,
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};
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private:
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struct Group {
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Vector<Node*> nodes;
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uint64_t last_tree_version;
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Group() { last_tree_version=0; };
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};
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Viewport *root;
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uint64_t tree_version;
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float fixed_process_time;
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float idle_process_time;
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bool accept_quit;
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uint32_t last_id;
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bool editor_hint;
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bool debug_collisions_hint;
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bool debug_navigation_hint;
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bool pause;
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int root_lock;
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Map<StringName,Group> group_map;
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bool _quit;
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bool initialized;
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bool input_handled;
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Size2 last_screen_size;
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StringName tree_changed_name;
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StringName node_removed_name;
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int64_t current_frame;
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int node_count;
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#ifdef TOOLS_ENABLED
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Node *edited_scene_root;
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#endif
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struct UGCall {
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StringName group;
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StringName call;
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bool operator<(const UGCall& p_with) const { return group==p_with.group?call<p_with.call:group<p_with.group; }
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};
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//safety for when a node is deleted while a group is being called
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int call_lock;
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Set<Node*> call_skip; //skip erased nodes
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StretchMode stretch_mode;
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StretchAspect stretch_aspect;
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Size2i stretch_min;
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void _update_root_rect();
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List<ObjectID> delete_queue;
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Map<UGCall,Vector<Variant> > unique_group_calls;
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bool ugc_locked;
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void _flush_ugc();
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void _flush_transform_notifications();
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void _update_group_order(Group& g);
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void _update_listener();
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Array _get_nodes_in_group(const StringName& p_group);
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Node *current_scene;
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Color debug_collisions_color;
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Color debug_collision_contact_color;
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Color debug_navigation_color;
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Color debug_navigation_disabled_color;
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Ref<Mesh> debug_contact_mesh;
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Ref<Material> navigation_material;
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Ref<Material> navigation_disabled_material;
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Ref<Material> collision_material;
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int collision_debug_contacts;
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void _change_scene(Node* p_to);
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//void _call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,const Variant& p_arg1,const Variant& p_arg2);
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static SceneTree *singleton;
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friend class Node;
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void tree_changed();
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void node_removed(Node *p_node);
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void add_to_group(const StringName& p_group, Node *p_node);
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void remove_from_group(const StringName& p_group, Node *p_node);
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void _notify_group_pause(const StringName& p_group,int p_notification);
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void _call_input_pause(const StringName& p_group,const StringName& p_method,const InputEvent& p_input);
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Variant _call_group(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
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static void _debugger_request_tree(void *self);
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void _flush_delete_queue();
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//optimization
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friend class CanvasItem;
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friend class Spatial;
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friend class Viewport;
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SelfList<Node>::List xform_change_list;
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#ifdef DEBUG_ENABLED
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Map<int,NodePath> live_edit_node_path_cache;
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Map<int,String> live_edit_resource_cache;
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NodePath live_edit_root;
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String live_edit_scene;
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Map<String,Set<Node*> > live_scene_edit_cache;
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Map<Node*,Map<ObjectID,Node*> > live_edit_remove_list;
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ScriptDebugger::LiveEditFuncs live_edit_funcs;
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void _live_edit_node_path_func(const NodePath &p_path,int p_id) ;
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void _live_edit_res_path_func(const String &p_path,int p_id) ;
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void _live_edit_node_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
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void _live_edit_node_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
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void _live_edit_node_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
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void _live_edit_res_set_func(int p_id,const StringName& p_prop,const Variant& p_value) ;
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void _live_edit_res_set_res_func(int p_id,const StringName& p_prop,const String& p_value) ;
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void _live_edit_res_call_func(int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) ;
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void _live_edit_root_func(const NodePath& p_scene_path,const String& p_scene_from) ;
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void _live_edit_create_node_func(const NodePath& p_parent,const String& p_type,const String& p_name);
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void _live_edit_instance_node_func(const NodePath& p_parent,const String& p_path,const String& p_name);
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void _live_edit_remove_node_func(const NodePath& p_at);
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void _live_edit_remove_and_keep_node_func(const NodePath& p_at,ObjectID p_keep_id);
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void _live_edit_restore_node_func(ObjectID p_id,const NodePath& p_at,int p_at_pos);
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void _live_edit_duplicate_node_func(const NodePath& p_at,const String& p_new_name);
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void _live_edit_reparent_node_func(const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos);
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static void _live_edit_node_path_funcs(void *self,const NodePath &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_path_func(p_path,p_id); }
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static void _live_edit_res_path_funcs(void *self,const String &p_path,int p_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_path_func(p_path,p_id); }
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static void _live_edit_node_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_func(p_id,p_prop,p_value); }
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static void _live_edit_node_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_set_res_func(p_id,p_prop,p_value); }
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static void _live_edit_node_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree*>(self)->_live_edit_node_call_func(p_id,p_method,VARIANT_ARG_PASS); }
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static void _live_edit_res_set_funcs(void *self,int p_id,const StringName& p_prop,const Variant& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_func(p_id,p_prop,p_value); }
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static void _live_edit_res_set_res_funcs(void *self,int p_id,const StringName& p_prop,const String& p_value) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_set_res_func(p_id,p_prop,p_value); }
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static void _live_edit_res_call_funcs(void *self,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE) { reinterpret_cast<SceneTree*>(self)->_live_edit_res_call_func(p_id,p_method,VARIANT_ARG_PASS); }
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static void _live_edit_root_funcs(void *self, const NodePath& p_scene_path,const String& p_scene_from) { reinterpret_cast<SceneTree*>(self)->_live_edit_root_func(p_scene_path,p_scene_from); }
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static void _live_edit_create_node_funcs(void* self,const NodePath& p_parent,const String& p_type,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_create_node_func(p_parent,p_type,p_name); }
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static void _live_edit_instance_node_funcs(void* self,const NodePath& p_parent,const String& p_path,const String& p_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_instance_node_func(p_parent,p_path,p_name); }
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static void _live_edit_remove_node_funcs(void* self,const NodePath& p_at) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_node_func(p_at); }
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static void _live_edit_remove_and_keep_node_funcs(void* self,const NodePath& p_at,ObjectID p_keep_id) { reinterpret_cast<SceneTree*>(self)->_live_edit_remove_and_keep_node_func(p_at,p_keep_id); }
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static void _live_edit_restore_node_funcs(void* self,ObjectID p_id,const NodePath& p_at,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_restore_node_func(p_id,p_at,p_at_pos); }
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static void _live_edit_duplicate_node_funcs(void* self,const NodePath& p_at,const String& p_new_name) { reinterpret_cast<SceneTree*>(self)->_live_edit_duplicate_node_func(p_at,p_new_name); }
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static void _live_edit_reparent_node_funcs(void* self,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos) { reinterpret_cast<SceneTree*>(self)->_live_edit_reparent_node_func(p_at,p_new_place,p_new_name,p_at_pos); }
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#endif
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protected:
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void _notification(int p_notification);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED=29
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};
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enum CallGroupFlags {
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GROUP_CALL_DEFAULT=0,
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GROUP_CALL_REVERSE=1,
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GROUP_CALL_REALTIME=2,
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GROUP_CALL_UNIQUE=4,
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GROUP_CALL_MULIILEVEL=8,
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};
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_FORCE_INLINE_ Viewport *get_root() const { return root; }
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uint32_t get_last_event_id() const;
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void call_group(uint32_t p_call_flags,const StringName& p_group,const StringName& p_function,VARIANT_ARG_LIST);
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void notify_group(uint32_t p_call_flags,const StringName& p_group,int p_notification);
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void set_group(uint32_t p_call_flags,const StringName& p_group,const String& p_name,const Variant& p_value);
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virtual void input_text( const String& p_text );
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virtual void input_event( const InputEvent& p_event );
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virtual void init();
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virtual bool iteration(float p_time);
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virtual bool idle(float p_time);
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virtual void finish();
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void set_auto_accept_quit(bool p_enable);
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void quit();
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void set_input_as_handled();
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_FORCE_INLINE_ float get_fixed_process_time() const { return fixed_process_time; }
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_FORCE_INLINE_ float get_idle_process_time() const { return idle_process_time; }
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void set_editor_hint(bool p_enabled);
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bool is_editor_hint() const;
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void set_pause(bool p_enabled);
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bool is_paused() const;
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void set_camera(const RID& p_camera);
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RID get_camera() const;
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void set_debug_collisions_hint(bool p_enabled);
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bool is_debugging_collisions_hint() const;
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void set_debug_navigation_hint(bool p_enabled);
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bool is_debugging_navigation_hint() const;
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void set_debug_collisions_color(const Color& p_color);
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Color get_debug_collisions_color() const;
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void set_debug_collision_contact_color(const Color& p_color);
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Color get_debug_collision_contact_color() const;
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void set_debug_navigation_color(const Color& p_color);
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Color get_debug_navigation_color() const;
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void set_debug_navigation_disabled_color(const Color& p_color);
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Color get_debug_navigation_disabled_color() const;
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Ref<Material> get_debug_navigation_material();
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Ref<Material> get_debug_navigation_disabled_material();
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Ref<Material> get_debug_collision_material();
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Ref<Mesh> get_debug_contact_mesh();
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int get_collision_debug_contact_count() { return collision_debug_contacts; }
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int64_t get_frame() const;
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int get_node_count() const;
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void queue_delete(Object *p_object);
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void get_nodes_in_group(const StringName& p_group,List<Node*> *p_list);
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void set_screen_stretch(StretchMode p_mode,StretchAspect p_aspect,const Size2 p_minsize);
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//void change_scene(const String& p_path);
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//Node *get_loaded_scene();
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#ifdef TOOLS_ENABLED
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void set_edited_scene_root(Node *p_node);
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Node *get_edited_scene_root() const;
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#endif
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void set_current_scene(Node* p_scene);
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Node* get_current_scene() const;
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Error change_scene(const String& p_path);
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Error change_scene_to(const Ref<PackedScene>& p_scene);
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Error reload_current_scene();
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//used by Main::start, don't use otherwise
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void add_current_scene(Node * p_current);
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static SceneTree* get_singleton() { return singleton; }
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SceneTree();
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~SceneTree();
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};
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VARIANT_ENUM_CAST( SceneTree::StretchMode );
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VARIANT_ENUM_CAST( SceneTree::StretchAspect );
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#endif
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