godot/modules/multiplayer/scene_replication_config.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

92 lines
3.8 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");
private:
struct ReplicationProperty {
NodePath name;
bool spawn = true;
bool sync = true;
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;
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:
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);
const List<NodePath> &get_spawn_properties() { return spawn_props; }
const List<NodePath> &get_sync_properties() { return sync_props; }
SceneReplicationConfig() {}
};
#endif // SCENE_REPLICATION_CONFIG_H