mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 04:06:14 +00:00
45e8fa10c1
Override the `reset_state` method to properly handle reloading the resource from disk.
113 lines
4.4 KiB
C++
113 lines
4.4 KiB
C++
/**************************************************************************/
|
|
/* scene_replication_config.h */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 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 SCENE_REPLICATION_CONFIG_H
|
|
#define SCENE_REPLICATION_CONFIG_H
|
|
|
|
#include "core/io/resource.h"
|
|
#include "core/variant/typed_array.h"
|
|
|
|
class SceneReplicationConfig : public Resource {
|
|
GDCLASS(SceneReplicationConfig, Resource);
|
|
OBJ_SAVE_TYPE(SceneReplicationConfig);
|
|
RES_BASE_EXTENSION("repl");
|
|
|
|
public:
|
|
enum ReplicationMode {
|
|
REPLICATION_MODE_NEVER,
|
|
REPLICATION_MODE_ALWAYS,
|
|
REPLICATION_MODE_ON_CHANGE,
|
|
};
|
|
|
|
private:
|
|
struct ReplicationProperty {
|
|
NodePath name;
|
|
bool spawn = true;
|
|
ReplicationMode mode = REPLICATION_MODE_ALWAYS;
|
|
|
|
bool operator==(const ReplicationProperty &p_to) {
|
|
return name == p_to.name;
|
|
}
|
|
|
|
ReplicationProperty() {}
|
|
|
|
ReplicationProperty(const NodePath &p_name) {
|
|
name = p_name;
|
|
}
|
|
};
|
|
|
|
List<ReplicationProperty> properties;
|
|
List<NodePath> spawn_props;
|
|
List<NodePath> sync_props;
|
|
List<NodePath> watch_props;
|
|
bool dirty = false;
|
|
|
|
void _update();
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
bool _set(const StringName &p_name, const Variant &p_value);
|
|
bool _get(const StringName &p_name, Variant &r_ret) const;
|
|
void _get_property_list(List<PropertyInfo> *p_list) const;
|
|
|
|
public:
|
|
virtual void reset_state() override; // Required since we use variable amount of properties.
|
|
|
|
TypedArray<NodePath> get_properties() const;
|
|
|
|
void add_property(const NodePath &p_path, int p_index = -1);
|
|
void remove_property(const NodePath &p_path);
|
|
bool has_property(const NodePath &p_path) const;
|
|
|
|
int property_get_index(const NodePath &p_path) const;
|
|
bool property_get_spawn(const NodePath &p_path);
|
|
void property_set_spawn(const NodePath &p_path, bool p_enabled);
|
|
|
|
bool property_get_sync(const NodePath &p_path);
|
|
void property_set_sync(const NodePath &p_path, bool p_enabled);
|
|
|
|
bool property_get_watch(const NodePath &p_path);
|
|
void property_set_watch(const NodePath &p_path, bool p_enabled);
|
|
|
|
ReplicationMode property_get_replication_mode(const NodePath &p_path);
|
|
void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
|
|
|
|
const List<NodePath> &get_spawn_properties();
|
|
const List<NodePath> &get_sync_properties();
|
|
const List<NodePath> &get_watch_properties();
|
|
|
|
SceneReplicationConfig() {}
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
|
|
|
|
#endif // SCENE_REPLICATION_CONFIG_H
|