/**************************************************************************/ /* scene_tree.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_TREE_H #define SCENE_TREE_H #include "core/os/main_loop.h" #include "core/os/thread_safe.h" #include "core/templates/paged_allocator.h" #include "core/templates/self_list.h" #include "scene/resources/mesh.h" #undef Window class PackedScene; class Node; class Window; class Material; class Mesh; class MultiplayerAPI; class SceneDebugger; class Tween; class Viewport; class SceneTreeTimer : public RefCounted { GDCLASS(SceneTreeTimer, RefCounted); double time_left = 0.0; bool process_always = true; bool process_in_physics = false; bool ignore_time_scale = false; protected: static void _bind_methods(); public: void set_time_left(double p_time); double get_time_left() const; void set_process_always(bool p_process_always); bool is_process_always(); void set_process_in_physics(bool p_process_in_physics); bool is_process_in_physics(); void set_ignore_time_scale(bool p_ignore); bool is_ignore_time_scale(); void release_connections(); SceneTreeTimer(); }; class SceneTree : public MainLoop { _THREAD_SAFE_CLASS_ GDCLASS(SceneTree, MainLoop); public: typedef void (*IdleCallback)(); private: CallQueue::Allocator *process_group_call_queue_allocator = nullptr; struct ProcessGroup { CallQueue call_queue; Vector nodes; Vector physics_nodes; bool node_order_dirty = true; bool physics_node_order_dirty = true; bool removed = false; Node *owner = nullptr; uint64_t last_pass = 0; }; struct ProcessGroupSort { _FORCE_INLINE_ bool operator()(const ProcessGroup *p_left, const ProcessGroup *p_right) const; }; PagedAllocator group_allocator; // Allocate groups on pages, to enhance cache usage. LocalVector process_groups; bool process_groups_dirty = true; LocalVector local_process_group_cache; // Used when processing to group what needs to uint64_t process_last_pass = 1; ProcessGroup default_process_group; bool node_threading_disabled = false; struct Group { Vector nodes; bool changed = false; }; Window *root = nullptr; double physics_process_time = 0.0; double process_time = 0.0; bool accept_quit = true; bool quit_on_go_back = true; #ifdef DEBUG_ENABLED bool debug_collisions_hint = false; bool debug_paths_hint = false; bool debug_navigation_hint = false; #endif bool paused = false; HashMap group_map; bool _quit = false; bool _physics_interpolation_enabled = false; StringName tree_changed_name = "tree_changed"; StringName node_added_name = "node_added"; StringName node_removed_name = "node_removed"; StringName node_renamed_name = "node_renamed"; int64_t current_frame = 0; int nodes_in_tree_count = 0; #ifdef TOOLS_ENABLED Node *edited_scene_root = nullptr; #endif struct UGCall { StringName group; StringName call; static uint32_t hash(const UGCall &p_val) { return p_val.group.hash() ^ p_val.call.hash(); } bool operator==(const UGCall &p_with) const { return group == p_with.group && call == p_with.call; } bool operator<(const UGCall &p_with) const { return group == p_with.group ? call < p_with.call : group < p_with.group; } }; // Safety for when a node is deleted while a group is being called. int nodes_removed_on_group_call_lock = 0; HashSet nodes_removed_on_group_call; // Skip erased nodes. List delete_queue; HashMap, UGCall> unique_group_calls; bool ugc_locked = false; void _flush_ugc(); _FORCE_INLINE_ void _update_group_order(Group &g); TypedArray _get_nodes_in_group(const StringName &p_group); Node *current_scene = nullptr; Node *prev_scene = nullptr; Node *pending_new_scene = nullptr; Color debug_collisions_color; Color debug_collision_contact_color; Color debug_paths_color; float debug_paths_width = 1.0f; Ref debug_contact_mesh; Ref debug_paths_material; Ref collision_material; int collision_debug_contacts; void _flush_scene_change(); List> timers; List> tweens; ///network/// Ref multiplayer; HashMap> custom_multiplayers; bool multiplayer_poll = true; static SceneTree *singleton; friend class Node; void tree_changed(); void node_added(Node *p_node); void node_removed(Node *p_node); void node_renamed(Node *p_node); void process_timers(double p_delta, bool p_physics_frame); void process_tweens(double p_delta, bool p_physics_frame); Group *add_to_group(const StringName &p_group, Node *p_node); void remove_from_group(const StringName &p_group, Node *p_node); void make_group_changed(const StringName &p_group); void _process_group(ProcessGroup *p_group, bool p_physics); void _process_groups_thread(uint32_t p_index, bool p_physics); void _process(bool p_physics); void _remove_process_group(Node *p_node); void _add_process_group(Node *p_node); void _remove_node_from_process_group(Node *p_node, Node *p_owner); void _add_node_to_process_group(Node *p_node, Node *p_owner); void _call_group_flags(const Variant **p_args, int p_argcount, Callable::CallError &r_error); void _call_group(const Variant **p_args, int p_argcount, Callable::CallError &r_error); void _flush_delete_queue(); // Optimization. friend class CanvasItem; friend class Node3D; friend class Viewport; SelfList::List xform_change_list; #ifdef DEBUG_ENABLED // No live editor in release build. friend class LiveEditor; #endif enum { MAX_IDLE_CALLBACKS = 256 }; static IdleCallback idle_callbacks[MAX_IDLE_CALLBACKS]; static int idle_callback_count; void _call_idle_callbacks(); void _main_window_focus_in(); void _main_window_close(); void _main_window_go_back(); enum CallInputType { CALL_INPUT_TYPE_INPUT, CALL_INPUT_TYPE_SHORTCUT_INPUT, CALL_INPUT_TYPE_UNHANDLED_INPUT, CALL_INPUT_TYPE_UNHANDLED_KEY_INPUT, }; //used by viewport void _call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref &p_input, Viewport *p_viewport); protected: void _notification(int p_notification); static void _bind_methods(); public: enum { NOTIFICATION_TRANSFORM_CHANGED = 2000 }; enum GroupCallFlags { GROUP_CALL_DEFAULT = 0, GROUP_CALL_REVERSE = 1, GROUP_CALL_DEFERRED = 2, GROUP_CALL_UNIQUE = 4, }; _FORCE_INLINE_ Window *get_root() const { return root; } void call_group_flagsp(uint32_t p_call_flags, const StringName &p_group, const StringName &p_function, const Variant **p_args, int p_argcount); void notify_group_flags(uint32_t p_call_flags, const StringName &p_group, int p_notification); void set_group_flags(uint32_t p_call_flags, const StringName &p_group, const String &p_name, const Variant &p_value); // `notify_group()` is immediate by default since Godot 4.0. void notify_group(const StringName &p_group, int p_notification); // `set_group()` is immediate by default since Godot 4.0. void set_group(const StringName &p_group, const String &p_name, const Variant &p_value); template // `call_group()` is immediate by default since Godot 4.0. void call_group(const StringName &p_group, const StringName &p_function, VarArgs... p_args) { Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported. const Variant *argptrs[sizeof...(p_args) + 1]; for (uint32_t i = 0; i < sizeof...(p_args); i++) { argptrs[i] = &args[i]; } call_group_flagsp(GROUP_CALL_DEFAULT, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args)); } template void call_group_flags(uint32_t p_flags, const StringName &p_group, const StringName &p_function, VarArgs... p_args) { Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported. const Variant *argptrs[sizeof...(p_args) + 1]; for (uint32_t i = 0; i < sizeof...(p_args); i++) { argptrs[i] = &args[i]; } call_group_flagsp(p_flags, p_group, p_function, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args)); } void flush_transform_notifications(); virtual void initialize() override; virtual void iteration_prepare() override; virtual bool physics_process(double p_time) override; virtual bool process(double p_time) override; virtual void finalize() override; bool is_auto_accept_quit() const; void set_auto_accept_quit(bool p_enable); bool is_quit_on_go_back() const; void set_quit_on_go_back(bool p_enable); void quit(int p_exit_code = EXIT_SUCCESS); _FORCE_INLINE_ double get_physics_process_time() const { return physics_process_time; } _FORCE_INLINE_ double get_process_time() const { return process_time; } void set_pause(bool p_enabled); bool is_paused() const; #ifdef DEBUG_ENABLED void set_debug_collisions_hint(bool p_enabled); bool is_debugging_collisions_hint() const; void set_debug_paths_hint(bool p_enabled); bool is_debugging_paths_hint() const; void set_debug_navigation_hint(bool p_enabled); bool is_debugging_navigation_hint() const; #else void set_debug_collisions_hint(bool p_enabled) {} bool is_debugging_collisions_hint() const { return false; } void set_debug_paths_hint(bool p_enabled) {} bool is_debugging_paths_hint() const { return false; } void set_debug_navigation_hint(bool p_enabled) {} bool is_debugging_navigation_hint() const { return false; } #endif void set_debug_collisions_color(const Color &p_color); Color get_debug_collisions_color() const; void set_debug_collision_contact_color(const Color &p_color); Color get_debug_collision_contact_color() const; void set_debug_paths_color(const Color &p_color); Color get_debug_paths_color() const; void set_debug_paths_width(float p_width); float get_debug_paths_width() const; Ref get_debug_paths_material(); Ref get_debug_collision_material(); Ref get_debug_contact_mesh(); int get_collision_debug_contact_count() { return collision_debug_contacts; } int64_t get_frame() const; int get_node_count() const; void queue_delete(Object *p_object); void get_nodes_in_group(const StringName &p_group, List *p_list); Node *get_first_node_in_group(const StringName &p_group); bool has_group(const StringName &p_identifier) const; int get_node_count_in_group(const StringName &p_group) const; //void change_scene(const String& p_path); //Node *get_loaded_scene(); void set_edited_scene_root(Node *p_node); Node *get_edited_scene_root() const; void set_current_scene(Node *p_scene); Node *get_current_scene() const; Error change_scene_to_file(const String &p_path); Error change_scene_to_packed(const Ref &p_scene); Error reload_current_scene(); void unload_current_scene(); Ref create_timer(double p_delay_sec, bool p_process_always = true, bool p_process_in_physics = false, bool p_ignore_time_scale = false); Ref create_tween(); TypedArray get_processed_tweens(); //used by Main::start, don't use otherwise void add_current_scene(Node *p_current); static SceneTree *get_singleton() { return singleton; } #ifdef TOOLS_ENABLED void get_argument_options(const StringName &p_function, int p_idx, List *r_options) const override; #endif //network API Ref get_multiplayer(const NodePath &p_for_path = NodePath()) const; void set_multiplayer(Ref p_multiplayer, const NodePath &p_root_path = NodePath()); void set_multiplayer_poll_enabled(bool p_enabled); bool is_multiplayer_poll_enabled() const; static void add_idle_callback(IdleCallback p_callback); void set_disable_node_threading(bool p_disable); //default texture settings void set_physics_interpolation_enabled(bool p_enabled); bool is_physics_interpolation_enabled() const; SceneTree(); ~SceneTree(); }; VARIANT_ENUM_CAST(SceneTree::GroupCallFlags); #endif // SCENE_TREE_H