godot/scene/main/node.h

342 lines
10 KiB
C++

/*************************************************************************/
/* 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;
SceneTree::Group *group;
GroupData() { persistent=false; }
};
struct Data {
String filename;
Ref<SceneState> instance_state;
Ref<SceneState> inherited_state;
HashMap<NodePath,int> editable_instances;
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;
Map< StringName, GroupData> 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
//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;
bool display_folded;
} 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 _replace_connections_target(Node* p_new_target);
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<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 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,
NOTIFICATION_DRAG_BEGIN=21,
NOTIFICATION_DRAG_END=22,
};
/* 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 add_child_below_node(Node *p_node, 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<GroupInfo> *p_groups) const;
bool has_persistent_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;
void set_editable_instance(Node* p_node,bool p_editable);
bool is_editable_instance(Node* p_node) const;
void set_editable_instances(const HashMap<NodePath,int>& p_editable_instances);
HashMap<NodePath,int> get_editable_instances() 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<Node*,Node*>& p_reown_map) const;
//Node *clone_tree() const;
// used by editors, to save what has changed only
void set_scene_instance_state(const Ref<SceneState>& p_state);
Ref<SceneState> get_scene_instance_state() const;
void set_scene_inherited_state(const Ref<SceneState>& p_state);
Ref<SceneState> get_scene_inherited_state() const;
void set_scene_instance_load_placeholder(bool p_enable);
bool get_scene_instance_load_placeholder() 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();
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
bool is_owned_by_parent() const;
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; }
virtual String get_configuration_warning() const;
void update_configuration_warning();
void set_display_folded(bool p_folded);
bool is_displayed_folded() const;
/* CANVAS */
Node();
~Node();
};
typedef Set<Node*,Node::Comparator> NodeSet;
#endif