godot/scene/resources/scene_preloader.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

455 lines
11 KiB
C++

/*************************************************************************/
/* scene_preloader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "scene_preloader.h"
#include "globals.h"
bool ScenePreloader::can_instance() const {
return nodes.size()>0;
}
Node *ScenePreloader::instance() const {
int nc = nodes.size();
ERR_FAIL_COND_V(nc==0,NULL);
const StringName*snames=NULL;
int sname_count=names.size();
if (sname_count)
snames=&names[0];
const Variant*props=NULL;
int prop_count=variants.size();
if (prop_count)
props=&variants[0];
Vector<Variant> properties;
const NodeData *nd = &nodes[0];
Node **ret_nodes=(Node**)alloca( sizeof(Node*)*nc );
for(int i=0;i<nc;i++) {
const NodeData &n=nd[i];
if (!ObjectTypeDB::is_type_enabled(snames[n.type])) {
ret_nodes[i]=NULL;
continue;
}
Object * obj = ObjectTypeDB::instance(snames[ n.type ]);
ERR_FAIL_COND_V(!obj,NULL);
Node *node = obj->cast_to<Node>();
ERR_FAIL_COND_V(!node,NULL);
int nprop_count=n.properties.size();
if (nprop_count) {
const NodeData::Property* nprops=&n.properties[0];
for(int j=0;j<nprop_count;j++) {
bool valid;
node->set(snames[ nprops[j].name ],props[ nprops[j].value ],&valid);
}
}
node->set_name( snames[ n.name ] );
ret_nodes[i]=node;
if (i>0) {
ERR_FAIL_INDEX_V(n.parent,i,NULL);
ERR_FAIL_COND_V(!ret_nodes[n.parent],NULL);
ret_nodes[n.parent]->add_child(node);
}
}
//do connections
int cc = connections.size();
const ConnectionData *cdata = connections.ptr();
for(int i=0;i<cc;i++) {
const ConnectionData &c=cdata[i];
ERR_FAIL_INDEX_V( c.from, nc, NULL );
ERR_FAIL_INDEX_V( c.to, nc, NULL );
Vector<Variant> binds;
if (c.binds.size()) {
binds.resize(c.binds.size());
for(int j=0;j<c.binds.size();j++)
binds[j]=props[ c.binds[j] ];
}
if (!ret_nodes[c.from] || !ret_nodes[c.to])
continue;
ret_nodes[c.from]->connect( snames[ c.signal], ret_nodes[ c.to ], snames[ c.method], binds,CONNECT_PERSIST );
}
return ret_nodes[0];
}
static int _nm_get_string(const String& p_string, Map<StringName,int> &name_map) {
if (name_map.has(p_string))
return name_map[p_string];
int idx = name_map.size();
name_map[p_string]=idx;
return idx;
}
static int _vm_get_variant(const Variant& p_variant, HashMap<Variant,int,VariantHasher> &variant_map) {
if (variant_map.has(p_variant))
return variant_map[p_variant];
int idx = variant_map.size();
variant_map[p_variant]=idx;
return idx;
}
void ScenePreloader::_parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map) {
if (p_node!=p_owner && !p_node->get_owner())
return;
NodeData nd;
nd.name=_nm_get_string(p_node->get_name(),name_map);
nd.type=_nm_get_string(p_node->get_type(),name_map);
nd.parent=p_parent_idx;
List<PropertyInfo> plist;
p_node->get_property_list(&plist);
for (List<PropertyInfo>::Element *E=plist.front();E;E=E->next()) {
if (!(E->get().usage & PROPERTY_USAGE_STORAGE))
continue;
NodeData::Property prop;
prop.name=_nm_get_string(E->get().name,name_map);
prop.value=_vm_get_variant( p_node->get( E->get().name ), variant_map);
nd.properties.push_back(prop);
}
int idx = nodes.size();
node_map[p_node]=idx;
nodes.push_back(nd);
for(int i=0;i<p_node->get_child_count();i++) {
Node *c=p_node->get_child(i);
_parse_node(p_owner,c,idx,name_map,variant_map,node_map);
}
}
void ScenePreloader::_parse_connections(Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,bool p_instance) {
List<MethodInfo> signals;
p_node->get_signal_list(&signals);
for(List<MethodInfo>::Element *E=signals.front();E;E=E->next()) {
List<Node::Connection> conns;
p_node->get_signal_connection_list(E->get().name,&conns);
for(List<Node::Connection>::Element *F=conns.front();F;F=F->next()) {
const Node::Connection &c = F->get();
if (!(c.flags&CONNECT_PERSIST))
continue;
Node *n=c.target->cast_to<Node>();
if (!n)
continue;
if (!node_map.has(n))
continue;
ConnectionData cd;
cd.from=node_map[p_node];
cd.to=node_map[n];
cd.method=_nm_get_string(c.method,name_map);
cd.signal=_nm_get_string(c.signal,name_map);
for(int i=0;i<c.binds.size();i++) {
cd.binds.push_back( _vm_get_variant(c.binds[i],variant_map));
}
connections.push_back(cd);
}
}
}
Error ScenePreloader::load_scene(const String& p_path) {
return ERR_CANT_OPEN;
#if 0
if (path==p_path)
return OK;
String p=Globals::get_singleton()->localize_path(p_path);
clear();
Node *scene = SceneLoader::load(p);
ERR_FAIL_COND_V(!scene,ERR_CANT_OPEN);
path=p;
Map<StringName,int> name_map;
HashMap<Variant,int,VariantHasher> variant_map;
Map<Node*,int> node_map;
_parse_node(scene,scene,-1,name_map,variant_map,node_map);
names.resize(name_map.size());
for(Map<StringName,int>::Element *E=name_map.front();E;E=E->next()) {
names[E->get()]=E->key();
}
variants.resize(variant_map.size());
const Variant *K=NULL;
while((K=variant_map.next(K))) {
int idx = variant_map[*K];
variants[idx]=*K;
}
memdelete(scene); // <- me falto esto :(
return OK;
#endif
}
String ScenePreloader::get_scene_path() const {
return path;
}
void ScenePreloader::clear() {
names.clear();
variants.clear();
nodes.clear();
connections.clear();
}
void ScenePreloader::_set_bundled_scene(const Dictionary& d) {
ERR_FAIL_COND( !d.has("names"));
ERR_FAIL_COND( !d.has("variants"));
ERR_FAIL_COND( !d.has("node_count"));
ERR_FAIL_COND( !d.has("nodes"));
ERR_FAIL_COND( !d.has("conn_count"));
ERR_FAIL_COND( !d.has("conns"));
ERR_FAIL_COND( !d.has("path"));
DVector<String> snames = d["names"];
if (snames.size()) {
int namecount = snames.size();
names.resize(namecount);
DVector<String>::Read r =snames.read();
for(int i=0;i<names.size();i++)
names[i]=r[i];
}
Array svariants = d["variants"];
if (svariants.size()) {
int varcount=svariants.size();
variants.resize(varcount);
for(int i=0;i<varcount;i++) {
variants[i]=svariants[i];
}
} else {
variants.clear();
}
nodes.resize(d["node_count"]);
int nc=nodes.size();
if (nc) {
DVector<int> snodes = d["nodes"];
DVector<int>::Read r = snodes.read();
int idx=0;
for(int i=0;i<nc;i++) {
NodeData &nd = nodes[i];
nd.parent=r[idx++];
nd.type=r[idx++];
nd.name=r[idx++];
nd.properties.resize(r[idx++]);
for(int j=0;j<nd.properties.size();j++) {
nd.properties[j].name=r[idx++];
nd.properties[j].value=r[idx++];
}
}
}
connections.resize(d["conn_count"]);
int cc=connections.size();
if (cc) {
DVector<int> sconns = d["conns"];
DVector<int>::Read r = sconns.read();
int idx=0;
for(int i=0;i<nc;i++) {
ConnectionData &cd = connections[nc];
cd.from=r[idx++];
cd.to=r[idx++];
cd.signal=r[idx++];
cd.method=r[idx++];
cd.binds.resize(r[idx++]);
for(int j=0;j<cd.binds.size();j++) {
cd.binds[j]=r[idx++];
}
}
}
path=d["path"];
}
Dictionary ScenePreloader::_get_bundled_scene() const {
DVector<String> rnames;
rnames.resize(names.size());
if (names.size()) {
DVector<String>::Write r=rnames.write();
for(int i=0;i<names.size();i++)
r[i]=names[i];
}
Dictionary d;
d["names"]=rnames;
d["variants"]=variants;
Vector<int> rnodes;
d["node_count"]=nodes.size();
for(int i=0;i<nodes.size();i++) {
const NodeData &nd=nodes[i];
rnodes.push_back(nd.parent);
rnodes.push_back(nd.type);
rnodes.push_back(nd.name);
rnodes.push_back(nd.properties.size());
for(int j=0;j<nd.properties.size();j++) {
rnodes.push_back(nd.properties[j].name);
rnodes.push_back(nd.properties[j].value);
}
}
d["nodes"]=rnodes;
Vector<int> rconns;
d["conn_count"]=connections.size();
for(int i=0;i<connections.size();i++) {
const ConnectionData &cd=connections[i];
rconns.push_back(cd.from);
rconns.push_back(cd.to);
rconns.push_back(cd.signal);
rconns.push_back(cd.method);
rconns.push_back(cd.binds.size());
for(int j=0;j<cd.binds.size();j++)
rconns.push_back(cd.binds[j]);
}
d["conns"]=rconns;
d["path"]=path;
return d;
}
void ScenePreloader::_bind_methods() {
ObjectTypeDB::bind_method(_MD("load_scene","path"),&ScenePreloader::load_scene);
ObjectTypeDB::bind_method(_MD("get_scene_path"),&ScenePreloader::get_scene_path);
ObjectTypeDB::bind_method(_MD("instance:Node"),&ScenePreloader::instance);
ObjectTypeDB::bind_method(_MD("can_instance"),&ScenePreloader::can_instance);
ObjectTypeDB::bind_method(_MD("_set_bundled_scene"),&ScenePreloader::_set_bundled_scene);
ObjectTypeDB::bind_method(_MD("_get_bundled_scene"),&ScenePreloader::_get_bundled_scene);
ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_bundled",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_BUNDLE),_SCS("_set_bundled_scene"),_SCS("_get_bundled_scene"));
#if 0
List<String> extensions;
SceneLoader::get_recognized_extensions(&extensions);
String exthint;
for (List<String>::Element*E=extensions.front();E;E=E->next()) {
if (exthint!="")
exthint+=",";
exthint+="*."+E->get();
}
exthint+="; Scenes";
ADD_PROPERTY( PropertyInfo(Variant::STRING,"scene",PROPERTY_HINT_FILE,exthint),_SCS("load_scene"),_SCS("get_scene_path"));
#endif
}
ScenePreloader::ScenePreloader() {
}