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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
91 lines
3.9 KiB
C++
91 lines
3.9 KiB
C++
/*************************************************************************/
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/* main_loop.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "main_loop.h"
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#include "core/object/script_language.h"
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void MainLoop::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_initialize"));
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BIND_VMETHOD(MethodInfo(Variant::BOOL, "_physics_process", PropertyInfo(Variant::FLOAT, "delta")));
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BIND_VMETHOD(MethodInfo(Variant::BOOL, "_process", PropertyInfo(Variant::FLOAT, "delta")));
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BIND_VMETHOD(MethodInfo("_finalize"));
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BIND_CONSTANT(NOTIFICATION_OS_MEMORY_WARNING);
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BIND_CONSTANT(NOTIFICATION_TRANSLATION_CHANGED);
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BIND_CONSTANT(NOTIFICATION_WM_ABOUT);
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BIND_CONSTANT(NOTIFICATION_CRASH);
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BIND_CONSTANT(NOTIFICATION_OS_IME_UPDATE);
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BIND_CONSTANT(NOTIFICATION_APPLICATION_RESUMED);
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BIND_CONSTANT(NOTIFICATION_APPLICATION_PAUSED);
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BIND_CONSTANT(NOTIFICATION_APPLICATION_FOCUS_IN);
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BIND_CONSTANT(NOTIFICATION_APPLICATION_FOCUS_OUT);
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BIND_CONSTANT(NOTIFICATION_TEXT_SERVER_CHANGED);
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ADD_SIGNAL(MethodInfo("on_request_permissions_result", PropertyInfo(Variant::STRING, "permission"), PropertyInfo(Variant::BOOL, "granted")));
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};
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void MainLoop::set_initialize_script(const Ref<Script> &p_initialize_script) {
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initialize_script = p_initialize_script;
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}
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void MainLoop::initialize() {
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if (initialize_script.is_valid()) {
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set_script(initialize_script);
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}
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if (get_script_instance()) {
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get_script_instance()->call("_initialize");
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}
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}
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bool MainLoop::physics_process(float p_time) {
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if (get_script_instance()) {
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return get_script_instance()->call("_physics_process", p_time);
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}
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return false;
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}
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bool MainLoop::process(float p_time) {
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if (get_script_instance()) {
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return get_script_instance()->call("_process", p_time);
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}
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return false;
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}
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void MainLoop::finalize() {
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if (get_script_instance()) {
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get_script_instance()->call("_finalize");
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set_script(Variant()); //clear script
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}
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}
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