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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
241 lines
7.7 KiB
C++
241 lines
7.7 KiB
C++
/*************************************************************************/
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/* packed_scene.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 PACKED_SCENE_H
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#define PACKED_SCENE_H
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#include "core/resource.h"
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#include "scene/main/node.h"
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class SceneState : public Reference {
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GDCLASS(SceneState, Reference);
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Vector<StringName> names;
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Vector<Variant> variants;
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Vector<NodePath> node_paths;
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Vector<NodePath> editable_instances;
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mutable HashMap<NodePath, int> node_path_cache;
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mutable Map<int, int> base_scene_node_remap;
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int base_scene_idx;
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enum {
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NO_PARENT_SAVED = 0x7FFFFFFF,
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NAME_INDEX_BITS = 18,
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NAME_MASK = (1 << NAME_INDEX_BITS) - 1,
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};
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struct NodeData {
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int parent;
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int owner;
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int type;
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int name;
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int instance;
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int index;
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struct Property {
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int name;
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int value;
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};
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Vector<Property> properties;
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Vector<int> groups;
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};
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struct PackState {
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Ref<SceneState> state;
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int node;
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PackState() { node = -1; }
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};
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Vector<NodeData> nodes;
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struct ConnectionData {
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int from;
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int to;
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int signal;
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int method;
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int flags;
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Vector<int> binds;
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};
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Vector<ConnectionData> connections;
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Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
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Error _parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
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String path;
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uint64_t last_modified_time;
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_FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
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static bool disable_placeholders;
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PoolVector<String> _get_node_groups(int p_idx) const;
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int _find_base_scene_node_remap_key(int p_idx) const;
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protected:
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static void _bind_methods();
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public:
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enum {
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FLAG_ID_IS_PATH = (1 << 30),
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TYPE_INSTANCED = 0x7FFFFFFF,
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FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30),
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FLAG_MASK = (1 << 24) - 1,
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};
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enum GenEditState {
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GEN_EDIT_STATE_DISABLED,
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GEN_EDIT_STATE_INSTANCE,
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GEN_EDIT_STATE_MAIN,
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};
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static void set_disable_placeholders(bool p_disable);
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int find_node_by_path(const NodePath &p_node) const;
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Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
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bool is_node_in_group(int p_node, const StringName &p_group) const;
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bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;
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void set_bundled_scene(const Dictionary &p_dictionary);
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Dictionary get_bundled_scene() const;
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Error pack(Node *p_scene);
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void set_path(const String &p_path);
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String get_path() const;
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void clear();
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bool can_instance() const;
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Node *instance(GenEditState p_edit_state) const;
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//unbuild API
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int get_node_count() const;
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StringName get_node_type(int p_idx) const;
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StringName get_node_name(int p_idx) const;
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NodePath get_node_path(int p_idx, bool p_for_parent = false) const;
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NodePath get_node_owner_path(int p_idx) const;
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Ref<PackedScene> get_node_instance(int p_idx) const;
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String get_node_instance_placeholder(int p_idx) const;
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bool is_node_instance_placeholder(int p_idx) const;
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Vector<StringName> get_node_groups(int p_idx) const;
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int get_node_index(int p_idx) const;
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int get_node_property_count(int p_idx) const;
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StringName get_node_property_name(int p_idx, int p_prop) const;
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Variant get_node_property_value(int p_idx, int p_prop) const;
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int get_connection_count() const;
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NodePath get_connection_source(int p_idx) const;
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StringName get_connection_signal(int p_idx) const;
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NodePath get_connection_target(int p_idx) const;
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StringName get_connection_method(int p_idx) const;
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int get_connection_flags(int p_idx) const;
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Array get_connection_binds(int p_idx) const;
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bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method);
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Vector<NodePath> get_editable_instances() const;
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//build API
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int add_name(const StringName &p_name);
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int find_name(const StringName &p_name) const;
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int add_value(const Variant &p_value);
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int add_node_path(const NodePath &p_path);
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int add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index);
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void add_node_property(int p_node, int p_name, int p_value);
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void add_node_group(int p_node, int p_group);
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void set_base_scene(int p_idx);
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void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds);
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void add_editable_instance(const NodePath &p_path);
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virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
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uint64_t get_last_modified_time() const { return last_modified_time; }
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SceneState();
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};
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VARIANT_ENUM_CAST(SceneState::GenEditState)
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class PackedScene : public Resource {
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GDCLASS(PackedScene, Resource);
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RES_BASE_EXTENSION("scn");
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Ref<SceneState> state;
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void _set_bundled_scene(const Dictionary &p_scene);
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Dictionary _get_bundled_scene() const;
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protected:
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virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better
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static void _bind_methods();
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public:
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enum GenEditState {
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GEN_EDIT_STATE_DISABLED,
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GEN_EDIT_STATE_INSTANCE,
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GEN_EDIT_STATE_MAIN,
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};
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Error pack(Node *p_scene);
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void clear();
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bool can_instance() const;
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Node *instance(GenEditState p_edit_state = GEN_EDIT_STATE_DISABLED) const;
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void recreate_state();
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void replace_state(Ref<SceneState> p_by);
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virtual void set_path(const String &p_path, bool p_take_over = false);
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#ifdef TOOLS_ENABLED
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virtual void set_last_modified_time(uint64_t p_time) { state->set_last_modified_time(p_time); }
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#endif
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Ref<SceneState> get_state();
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PackedScene();
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};
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VARIANT_ENUM_CAST(PackedScene::GenEditState)
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#endif // SCENE_PRELOADER_H
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