The main goal of this PR is to safeguard when a base or instantiated scene changes (nodes renamed, moved or readded), that the hierarchy is still maintained and the node and its overridden properties can be preserved. What it does: * Implements unique node IDs. * These IDs act as a fallback to names when saving. * The IDs are **USED AS A FALLBACK**, so they are just an addition. It should not break any current existing scene. * If a scene renames or moves a node, inherited or instantiated scenes will no longer lose reference to it. Unlike the previous approach, this one is intended to be a fallback, only used if the node is not found. This makes it safer to implement and ensure that, at worst case, we fail to find the node, but nothing breaks.
935 lines
36 KiB
C++
935 lines
36 KiB
C++
/**************************************************************************/
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/* node.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#include "core/string/node_path.h"
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#include "core/templates/iterable.h"
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#include "core/variant/typed_array.h"
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#include "scene/main/scene_tree.h"
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#include "scene/scene_string_names.h"
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class Viewport;
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class Window;
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class SceneState;
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class Tween;
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class PropertyTweener;
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SAFE_FLAG_TYPE_PUN_GUARANTEES
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SAFE_NUMERIC_TYPE_PUN_GUARANTEES(uint32_t)
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class Node : public Object {
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GDCLASS(Node, Object);
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protected:
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// During group processing, these are thread-safe.
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// Outside group processing, these avoid the cost of sync by working as plain primitive types.
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union MTFlag {
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SafeFlag mt;
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bool st;
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MTFlag() :
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mt{} {}
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};
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template <typename T>
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union MTNumeric {
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SafeNumeric<T> mt;
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T st;
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MTNumeric() :
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mt{} {}
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};
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public:
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static constexpr AncestralClass static_ancestral_class = AncestralClass::NODE;
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// N.B. Any enum stored as a bitfield should be specified as UNSIGNED to work around
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// some compilers trying to store it as signed, and requiring 1 more bit than necessary.
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enum ProcessMode : unsigned int {
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PROCESS_MODE_INHERIT, // same as parent node
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PROCESS_MODE_PAUSABLE, // process only if not paused
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PROCESS_MODE_WHEN_PAUSED, // process only if paused
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PROCESS_MODE_ALWAYS, // process always
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PROCESS_MODE_DISABLED, // never process
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};
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enum ProcessThreadGroup {
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PROCESS_THREAD_GROUP_INHERIT,
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PROCESS_THREAD_GROUP_MAIN_THREAD,
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PROCESS_THREAD_GROUP_SUB_THREAD,
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};
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enum ProcessThreadMessages {
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FLAG_PROCESS_THREAD_MESSAGES = 1,
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FLAG_PROCESS_THREAD_MESSAGES_PHYSICS = 2,
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FLAG_PROCESS_THREAD_MESSAGES_ALL = 3,
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};
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enum PhysicsInterpolationMode : unsigned int {
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PHYSICS_INTERPOLATION_MODE_INHERIT,
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PHYSICS_INTERPOLATION_MODE_ON,
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PHYSICS_INTERPOLATION_MODE_OFF,
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};
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enum DuplicateFlags {
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DUPLICATE_SIGNALS = 1,
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DUPLICATE_GROUPS = 2,
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DUPLICATE_SCRIPTS = 4,
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DUPLICATE_USE_INSTANTIATION = 8,
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#ifdef TOOLS_ENABLED
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DUPLICATE_FROM_EDITOR = 16,
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#endif
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};
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enum NameCasing {
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NAME_CASING_PASCAL_CASE,
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NAME_CASING_CAMEL_CASE,
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NAME_CASING_SNAKE_CASE,
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NAME_CASING_KEBAB_CASE,
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};
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enum InternalMode {
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INTERNAL_MODE_DISABLED,
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INTERNAL_MODE_FRONT,
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INTERNAL_MODE_BACK,
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};
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enum AutoTranslateMode : unsigned int {
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AUTO_TRANSLATE_MODE_INHERIT,
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AUTO_TRANSLATE_MODE_ALWAYS,
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AUTO_TRANSLATE_MODE_DISABLED,
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};
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struct Comparator {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->is_greater_than(p_a); }
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};
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#ifdef DEBUG_ENABLED
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static SafeNumeric<uint64_t> total_node_count;
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#endif
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enum {
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UNIQUE_SCENE_ID_UNASSIGNED = 0
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};
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void _update_process(bool p_enable, bool p_for_children);
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struct ChildrenIterator {
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_FORCE_INLINE_ Node *&operator*() const { return *_ptr; }
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_FORCE_INLINE_ Node **operator->() const { return _ptr; }
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_FORCE_INLINE_ ChildrenIterator &operator++() {
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_ptr++;
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return *this;
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}
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_FORCE_INLINE_ ChildrenIterator &operator--() {
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_ptr--;
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return *this;
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}
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_FORCE_INLINE_ bool operator==(const ChildrenIterator &b) const { return _ptr == b._ptr; }
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_FORCE_INLINE_ bool operator!=(const ChildrenIterator &b) const { return _ptr != b._ptr; }
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ChildrenIterator(Node **p_ptr) { _ptr = p_ptr; }
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ChildrenIterator() {}
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ChildrenIterator(const ChildrenIterator &p_it) { _ptr = p_it._ptr; }
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private:
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Node **_ptr = nullptr;
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};
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private:
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struct GroupData {
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bool persistent = false;
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SceneTree::Group *group = nullptr;
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};
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struct ComparatorByIndex {
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bool operator()(const Node *p_left, const Node *p_right) const {
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static const uint32_t order[3] = { 1, 0, 2 };
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uint32_t order_left = order[p_left->data.internal_mode];
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uint32_t order_right = order[p_right->data.internal_mode];
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if (order_left == order_right) {
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return p_left->data.index < p_right->data.index;
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}
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return order_left < order_right;
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}
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};
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struct ComparatorWithPriority {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.process_priority == p_a->data.process_priority ? p_b->is_greater_than(p_a) : p_b->data.process_priority > p_a->data.process_priority; }
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};
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struct ComparatorWithPhysicsPriority {
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bool operator()(const Node *p_a, const Node *p_b) const { return p_b->data.physics_process_priority == p_a->data.physics_process_priority ? p_b->is_greater_than(p_a) : p_b->data.physics_process_priority > p_a->data.physics_process_priority; }
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};
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// This Data struct is to avoid namespace pollution in derived classes.
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struct Data {
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String scene_file_path;
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Ref<SceneState> instance_state;
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Ref<SceneState> inherited_state;
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Node *parent = nullptr;
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Node *owner = nullptr;
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HashMap<StringName, Node *> children;
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mutable bool children_cache_dirty = true;
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mutable LocalVector<Node *> children_cache;
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HashMap<StringName, Node *> owned_unique_nodes;
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bool unique_name_in_owner = false;
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InternalMode internal_mode = INTERNAL_MODE_DISABLED;
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mutable int internal_children_front_count_cache = 0;
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mutable int internal_children_back_count_cache = 0;
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mutable int external_children_count_cache = 0;
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mutable int index = -1; // relative to front, normal or back.
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int32_t depth = -1;
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int blocked = 0; // Safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
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StringName name;
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SceneTree *tree = nullptr;
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String editor_description;
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Viewport *viewport = nullptr;
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mutable RID accessibility_element;
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HashMap<StringName, GroupData> grouped;
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List<Node *>::Element *OW = nullptr; // Owned element.
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List<Node *> owned;
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Node *process_owner = nullptr;
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ProcessThreadGroup process_thread_group = PROCESS_THREAD_GROUP_INHERIT;
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Node *process_thread_group_owner = nullptr;
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int process_thread_group_order = 0;
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BitField<ProcessThreadMessages> process_thread_messages = {};
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void *process_group = nullptr; // to avoid cyclic dependency
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int multiplayer_authority = 1; // Server by default.
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Variant rpc_config;
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// Variables used to properly sort the node when processing, ignored otherwise.
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int process_priority = 0;
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int physics_process_priority = 0;
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// Keep bitpacked values together to get better packing.
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ProcessMode process_mode : 3;
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PhysicsInterpolationMode physics_interpolation_mode : 2;
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AutoTranslateMode auto_translate_mode : 2;
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bool physics_process : 1;
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bool process : 1;
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bool physics_process_internal : 1;
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bool process_internal : 1;
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bool input : 1;
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bool shortcut_input : 1;
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bool unhandled_input : 1;
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bool unhandled_key_input : 1;
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// Physics interpolation can be turned on and off on a per node basis.
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// This only takes effect when the SceneTree (or project setting) physics interpolation
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// is switched on.
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bool physics_interpolated : 1;
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// We can auto-reset physics interpolation when e.g. adding a node for the first time.
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bool physics_interpolation_reset_requested : 1;
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// Most nodes need not be interpolated in the scene tree, physics interpolation
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// is normally only needed in the RenderingServer. However if we need to read the
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// interpolated transform of a node in the SceneTree, it is necessary to duplicate
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// the interpolation logic client side, in order to prevent stalling the RenderingServer
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// by reading back.
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bool physics_interpolated_client_side : 1;
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// For certain nodes (e.g. CPU particles in global mode)
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// it can be useful to not send the instance transform to the
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// RenderingServer, and specify the mesh in world space.
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bool use_identity_transform : 1;
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bool use_placeholder : 1;
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bool display_folded : 1;
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bool editable_instance : 1;
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bool ready_notified : 1;
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bool ready_first : 1;
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mutable bool is_auto_translating : 1;
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mutable bool is_auto_translate_dirty : 1;
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mutable bool is_translation_domain_inherited : 1;
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mutable bool is_translation_domain_dirty : 1;
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int32_t unique_scene_id = UNIQUE_SCENE_ID_UNASSIGNED;
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mutable NodePath *path_cache = nullptr;
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} data;
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String _get_tree_string_pretty(const String &p_prefix, bool p_last);
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String _get_tree_string(const Node *p_node);
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Node *_get_child_by_name(const StringName &p_name) const;
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void _replace_connections_target(Node *p_new_target);
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void _validate_child_name(Node *p_child, bool p_force_human_readable = false);
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void _generate_serial_child_name(const Node *p_child, StringName &name) const;
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void _propagate_reverse_notification(int p_notification);
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void _propagate_deferred_notification(int p_notification, bool p_reverse);
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void _propagate_enter_tree();
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void _propagate_ready();
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void _propagate_exit_tree();
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void _propagate_after_exit_tree();
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void _propagate_physics_interpolated(bool p_interpolated);
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void _propagate_physics_interpolation_reset_requested(bool p_requested);
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void _propagate_process_owner(Node *p_owner, int p_pause_notification, int p_enabled_notification);
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void _propagate_groups_dirty();
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void _propagate_translation_domain_dirty();
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Array _get_node_and_resource(const NodePath &p_path);
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void _duplicate_properties(const Node *p_root, const Node *p_original, Node *p_copy, int p_flags) const;
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void _duplicate_signals(const Node *p_original, Node *p_copy) const;
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Node *_duplicate(int p_flags, HashMap<const Node *, Node *> *r_duplimap = nullptr) const;
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TypedArray<StringName> _get_groups() const;
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Error _rpc_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Error _rpc_id_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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friend class SceneTree;
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void _set_tree(SceneTree *p_tree);
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void _propagate_pause_notification(bool p_enable);
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void _propagate_suspend_notification(bool p_enable);
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_FORCE_INLINE_ bool _can_process(bool p_paused) const;
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_FORCE_INLINE_ bool _is_enabled() const;
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void _release_unique_name_in_owner();
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void _acquire_unique_name_in_owner();
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void _clean_up_owner();
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_FORCE_INLINE_ void _update_children_cache() const {
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if (unlikely(data.children_cache_dirty)) {
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_update_children_cache_impl();
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}
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}
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void _update_children_cache_impl() const;
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// Process group management
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void _add_process_group();
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void _remove_process_group();
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void _add_to_process_thread_group();
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void _remove_from_process_thread_group();
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void _remove_tree_from_process_thread_group();
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void _add_tree_to_process_thread_group(Node *p_owner);
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static thread_local Node *current_process_thread_group;
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Variant _call_deferred_thread_group_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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Variant _call_thread_safe_bind(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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// Editor only signal to keep the SceneTreeEditor in sync.
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#ifdef TOOLS_ENABLED
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void _emit_editor_state_changed();
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#else
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void _emit_editor_state_changed() {}
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#endif
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protected:
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void _block() { data.blocked++; }
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void _unblock() { data.blocked--; }
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void _notification(int p_notification);
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virtual void _physics_interpolated_changed();
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virtual void add_child_notify(Node *p_child);
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virtual void remove_child_notify(Node *p_child);
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virtual void move_child_notify(Node *p_child);
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virtual void owner_changed_notify();
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void _propagate_replace_owner(Node *p_owner, Node *p_by_owner);
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static void _bind_methods();
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static String _get_name_num_separator();
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friend class SceneState;
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void _add_child_nocheck(Node *p_child, const StringName &p_name, InternalMode p_internal_mode = INTERNAL_MODE_DISABLED);
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void _set_owner_nocheck(Node *p_owner);
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void _set_name_nocheck(const StringName &p_name);
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void _set_physics_interpolated_client_side(bool p_enable) { data.physics_interpolated_client_side = p_enable; }
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bool _is_physics_interpolated_client_side() const { return data.physics_interpolated_client_side; }
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void _set_physics_interpolation_reset_requested(bool p_enable) { data.physics_interpolation_reset_requested = p_enable; }
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bool _is_physics_interpolation_reset_requested() const { return data.physics_interpolation_reset_requested; }
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void _set_use_identity_transform(bool p_enable) { data.use_identity_transform = p_enable; }
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bool _is_using_identity_transform() const { return data.use_identity_transform; }
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int32_t _get_scene_tree_depth() const { return data.depth; }
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//call from SceneTree
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void _call_input(const Ref<InputEvent> &p_event);
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void _call_shortcut_input(const Ref<InputEvent> &p_event);
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void _call_unhandled_input(const Ref<InputEvent> &p_event);
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void _call_unhandled_key_input(const Ref<InputEvent> &p_event);
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|
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void _validate_property(PropertyInfo &p_property) const;
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|
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Variant _get_node_rpc_config_bind() const {
|
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return get_node_rpc_config().duplicate(true);
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}
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|
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protected:
|
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virtual bool _uses_signal_mutex() const override { return false; } // Node uses thread guards instead.
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|
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virtual void input(const Ref<InputEvent> &p_event);
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virtual void shortcut_input(const Ref<InputEvent> &p_key_event);
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virtual void unhandled_input(const Ref<InputEvent> &p_event);
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virtual void unhandled_key_input(const Ref<InputEvent> &p_key_event);
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GDVIRTUAL1(_process, double)
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GDVIRTUAL1(_physics_process, double)
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GDVIRTUAL0(_enter_tree)
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GDVIRTUAL0(_exit_tree)
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GDVIRTUAL0(_ready)
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GDVIRTUAL0RC(Vector<String>, _get_accessibility_configuration_warnings)
|
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GDVIRTUAL0RC(Vector<String>, _get_configuration_warnings)
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|
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GDVIRTUAL1(_input, Ref<InputEvent>)
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GDVIRTUAL1(_shortcut_input, Ref<InputEvent>)
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GDVIRTUAL1(_unhandled_input, Ref<InputEvent>)
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GDVIRTUAL1(_unhandled_key_input, Ref<InputEvent>)
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|
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GDVIRTUAL0RC(RID, _get_focused_accessibility_element)
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|
|
#ifndef DISABLE_DEPRECATED
|
|
void _set_name_bind_compat_76560(const String &p_name);
|
|
Variant _get_rpc_config_bind_compat_106848() const;
|
|
static void _bind_compatibility_methods();
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#endif
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|
public:
|
|
enum {
|
|
// You can make your own, but don't use the same numbers as other notifications in other nodes.
|
|
NOTIFICATION_ENTER_TREE = 10,
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|
NOTIFICATION_EXIT_TREE = 11,
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|
NOTIFICATION_MOVED_IN_PARENT = 12,
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|
NOTIFICATION_READY = 13,
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|
NOTIFICATION_PAUSED = 14,
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|
NOTIFICATION_UNPAUSED = 15,
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|
NOTIFICATION_PHYSICS_PROCESS = 16,
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|
NOTIFICATION_PROCESS = 17,
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NOTIFICATION_PARENTED = 18,
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NOTIFICATION_UNPARENTED = 19,
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|
NOTIFICATION_SCENE_INSTANTIATED = 20,
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NOTIFICATION_DRAG_BEGIN = 21,
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NOTIFICATION_DRAG_END = 22,
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|
NOTIFICATION_PATH_RENAMED = 23,
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|
NOTIFICATION_CHILD_ORDER_CHANGED = 24,
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NOTIFICATION_INTERNAL_PROCESS = 25,
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|
NOTIFICATION_INTERNAL_PHYSICS_PROCESS = 26,
|
|
NOTIFICATION_POST_ENTER_TREE = 27,
|
|
NOTIFICATION_DISABLED = 28,
|
|
NOTIFICATION_ENABLED = 29,
|
|
NOTIFICATION_RESET_PHYSICS_INTERPOLATION = 2001, // A GodotSpace Odyssey.
|
|
// Keep these linked to Node.
|
|
|
|
NOTIFICATION_ACCESSIBILITY_UPDATE = 3000,
|
|
NOTIFICATION_ACCESSIBILITY_INVALIDATE = 3001,
|
|
|
|
NOTIFICATION_WM_MOUSE_ENTER = 1002,
|
|
NOTIFICATION_WM_MOUSE_EXIT = 1003,
|
|
NOTIFICATION_WM_WINDOW_FOCUS_IN = 1004,
|
|
NOTIFICATION_WM_WINDOW_FOCUS_OUT = 1005,
|
|
NOTIFICATION_WM_CLOSE_REQUEST = 1006,
|
|
NOTIFICATION_WM_GO_BACK_REQUEST = 1007,
|
|
NOTIFICATION_WM_SIZE_CHANGED = 1008,
|
|
NOTIFICATION_WM_DPI_CHANGE = 1009,
|
|
NOTIFICATION_VP_MOUSE_ENTER = 1010,
|
|
NOTIFICATION_VP_MOUSE_EXIT = 1011,
|
|
NOTIFICATION_WM_POSITION_CHANGED = 1012,
|
|
|
|
NOTIFICATION_OS_MEMORY_WARNING = MainLoop::NOTIFICATION_OS_MEMORY_WARNING,
|
|
NOTIFICATION_TRANSLATION_CHANGED = MainLoop::NOTIFICATION_TRANSLATION_CHANGED,
|
|
NOTIFICATION_WM_ABOUT = MainLoop::NOTIFICATION_WM_ABOUT,
|
|
NOTIFICATION_CRASH = MainLoop::NOTIFICATION_CRASH,
|
|
NOTIFICATION_OS_IME_UPDATE = MainLoop::NOTIFICATION_OS_IME_UPDATE,
|
|
NOTIFICATION_APPLICATION_RESUMED = MainLoop::NOTIFICATION_APPLICATION_RESUMED,
|
|
NOTIFICATION_APPLICATION_PAUSED = MainLoop::NOTIFICATION_APPLICATION_PAUSED,
|
|
NOTIFICATION_APPLICATION_FOCUS_IN = MainLoop::NOTIFICATION_APPLICATION_FOCUS_IN,
|
|
NOTIFICATION_APPLICATION_FOCUS_OUT = MainLoop::NOTIFICATION_APPLICATION_FOCUS_OUT,
|
|
NOTIFICATION_TEXT_SERVER_CHANGED = MainLoop::NOTIFICATION_TEXT_SERVER_CHANGED,
|
|
|
|
// Editor specific node notifications
|
|
NOTIFICATION_EDITOR_PRE_SAVE = 9001,
|
|
NOTIFICATION_EDITOR_POST_SAVE = 9002,
|
|
NOTIFICATION_SUSPENDED = 9003,
|
|
NOTIFICATION_UNSUSPENDED = 9004
|
|
};
|
|
|
|
/* NODE/TREE */
|
|
|
|
StringName get_name() const;
|
|
String get_description() const;
|
|
void set_name(const StringName &p_name);
|
|
|
|
InternalMode get_internal_mode() const;
|
|
|
|
void add_child(Node *p_child, bool p_force_readable_name = false, InternalMode p_internal = INTERNAL_MODE_DISABLED);
|
|
void add_sibling(Node *p_sibling, bool p_force_readable_name = false);
|
|
void remove_child(Node *p_child);
|
|
|
|
/// Optimal way to iterate the children of this node.
|
|
/// The caller is responsible to ensure:
|
|
/// - The thread has the rights to access the node (is_accessible_from_caller_thread() == true).
|
|
/// - No children are inserted, removed, or have their index changed during iteration.
|
|
template <bool p_include_internal = true>
|
|
Iterable<ChildrenIterator> iterate_children() const;
|
|
|
|
int get_child_count(bool p_include_internal = true) const;
|
|
Node *get_child(int p_index, bool p_include_internal = true) const;
|
|
TypedArray<Node> get_children(bool p_include_internal = true) const;
|
|
bool has_node(const NodePath &p_path) const;
|
|
Node *get_node(const NodePath &p_path) const;
|
|
Node *get_node_or_null(const NodePath &p_path) const;
|
|
Node *find_child(const String &p_pattern, bool p_recursive = true, bool p_owned = true) const;
|
|
TypedArray<Node> find_children(const String &p_pattern, const String &p_type = "", bool p_recursive = true, bool p_owned = true) const;
|
|
bool has_node_and_resource(const NodePath &p_path) const;
|
|
Node *get_node_and_resource(const NodePath &p_path, Ref<Resource> &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
|
|
|
|
virtual void reparent(Node *p_parent, bool p_keep_global_transform = true);
|
|
Node *get_parent() const;
|
|
Node *find_parent(const String &p_pattern) const;
|
|
|
|
void set_unique_scene_id(int32_t p_unique_id);
|
|
int32_t get_unique_scene_id() const;
|
|
|
|
Window *get_window() const;
|
|
Window *get_non_popup_window() const;
|
|
Window *get_last_exclusive_window() const;
|
|
|
|
_FORCE_INLINE_ SceneTree *get_tree() const {
|
|
ERR_FAIL_NULL_V(data.tree, nullptr);
|
|
return data.tree;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool is_inside_tree() const { return data.tree; }
|
|
bool is_internal() const { return data.internal_mode != INTERNAL_MODE_DISABLED; }
|
|
|
|
bool is_ancestor_of(const Node *p_node) const;
|
|
bool is_greater_than(const Node *p_node) const;
|
|
|
|
NodePath get_path() const;
|
|
NodePath get_path_to(const Node *p_node, bool p_use_unique_path = false) const;
|
|
Node *find_common_parent_with(const Node *p_node) const;
|
|
|
|
void add_to_group(const StringName &p_identifier, bool p_persistent = false);
|
|
void remove_from_group(const StringName &p_identifier);
|
|
bool is_in_group(const StringName &p_identifier) const;
|
|
|
|
struct GroupInfo {
|
|
StringName name;
|
|
bool persistent = false;
|
|
};
|
|
|
|
void get_groups(List<GroupInfo> *p_groups) const;
|
|
int get_persistent_group_count() const;
|
|
|
|
void move_child(Node *p_child, int p_index);
|
|
void _move_child(Node *p_child, int p_index, bool p_ignore_end = false);
|
|
|
|
void set_owner(Node *p_owner);
|
|
Node *get_owner() const;
|
|
void get_owned_by(Node *p_by, List<Node *> *p_owned);
|
|
|
|
void set_unique_name_in_owner(bool p_enabled);
|
|
bool is_unique_name_in_owner() const;
|
|
|
|
_FORCE_INLINE_ int get_index(bool p_include_internal = true) const {
|
|
// p_include_internal = false doesn't make sense if the node is internal.
|
|
ERR_FAIL_COND_V_MSG(!p_include_internal && data.internal_mode != INTERNAL_MODE_DISABLED, -1, "Node is internal. Can't get index with 'include_internal' being false.");
|
|
if (!data.parent) {
|
|
return data.index;
|
|
}
|
|
data.parent->_update_children_cache();
|
|
|
|
if (!p_include_internal) {
|
|
return data.index;
|
|
} else {
|
|
switch (data.internal_mode) {
|
|
case INTERNAL_MODE_DISABLED: {
|
|
return data.parent->data.internal_children_front_count_cache + data.index;
|
|
} break;
|
|
case INTERNAL_MODE_FRONT: {
|
|
return data.index;
|
|
} break;
|
|
case INTERNAL_MODE_BACK: {
|
|
return data.parent->data.internal_children_front_count_cache + data.parent->data.external_children_count_cache + data.index;
|
|
} break;
|
|
}
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
Ref<Tween> create_tween();
|
|
|
|
void print_tree();
|
|
void print_tree_pretty();
|
|
String get_tree_string();
|
|
String get_tree_string_pretty();
|
|
|
|
void set_scene_file_path(const String &p_scene_file_path);
|
|
String get_scene_file_path() const;
|
|
|
|
void set_editor_description(const String &p_editor_description);
|
|
String get_editor_description() const;
|
|
|
|
void set_editable_instance(Node *p_node, bool p_editable);
|
|
bool is_editable_instance(const Node *p_node) const;
|
|
Node *get_deepest_editable_node(Node *p_start_node) const;
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
void set_property_pinned(const String &p_property, bool p_pinned);
|
|
bool is_property_pinned(const StringName &p_property) const;
|
|
virtual StringName get_property_store_alias(const StringName &p_property) const;
|
|
bool is_part_of_edited_scene() const;
|
|
#else
|
|
bool is_part_of_edited_scene() const { return false; }
|
|
#endif
|
|
void get_storable_properties(HashSet<StringName> &r_storable_properties) const;
|
|
|
|
virtual String to_string() override;
|
|
|
|
/* NOTIFICATIONS */
|
|
|
|
void propagate_notification(int p_notification);
|
|
|
|
void propagate_call(const StringName &p_method, const Array &p_args = Array(), const bool p_parent_first = false);
|
|
|
|
/* PROCESSING */
|
|
|
|
void set_physics_process(bool p_process);
|
|
double get_physics_process_delta_time() const;
|
|
bool is_physics_processing() const;
|
|
|
|
void set_process(bool p_process);
|
|
double get_process_delta_time() const;
|
|
bool is_processing() const;
|
|
|
|
void set_physics_process_internal(bool p_process_internal);
|
|
bool is_physics_processing_internal() const;
|
|
|
|
void set_process_internal(bool p_process_internal);
|
|
bool is_processing_internal() const;
|
|
|
|
void set_process_priority(int p_priority);
|
|
int get_process_priority() const;
|
|
|
|
void set_process_thread_group_order(int p_order);
|
|
int get_process_thread_group_order() const;
|
|
|
|
void set_physics_process_priority(int p_priority);
|
|
int get_physics_process_priority() const;
|
|
|
|
void set_process_input(bool p_enable);
|
|
bool is_processing_input() const;
|
|
|
|
void set_process_shortcut_input(bool p_enable);
|
|
bool is_processing_shortcut_input() const;
|
|
|
|
void set_process_unhandled_input(bool p_enable);
|
|
bool is_processing_unhandled_input() const;
|
|
|
|
void set_process_unhandled_key_input(bool p_enable);
|
|
bool is_processing_unhandled_key_input() const;
|
|
|
|
_FORCE_INLINE_ bool _is_any_processing() const {
|
|
return data.process || data.process_internal || data.physics_process || data.physics_process_internal;
|
|
}
|
|
_FORCE_INLINE_ bool is_accessible_from_caller_thread() const {
|
|
if (current_process_thread_group == nullptr) {
|
|
// No thread processing.
|
|
// Only accessible if node is outside the scene tree
|
|
// or access will happen from a node-safe thread.
|
|
return !data.tree || is_current_thread_safe_for_nodes();
|
|
} else {
|
|
// Thread processing.
|
|
return current_process_thread_group == data.process_thread_group_owner;
|
|
}
|
|
}
|
|
|
|
_FORCE_INLINE_ bool is_readable_from_caller_thread() const {
|
|
if (current_process_thread_group == nullptr) {
|
|
// No thread processing.
|
|
// Only accessible if node is outside the scene tree
|
|
// or access will happen from a node-safe thread.
|
|
return is_current_thread_safe_for_nodes() || unlikely(!data.tree);
|
|
} else {
|
|
// Thread processing.
|
|
return true;
|
|
}
|
|
}
|
|
|
|
_FORCE_INLINE_ static bool is_group_processing() { return current_process_thread_group; }
|
|
|
|
void set_process_thread_messages(BitField<ProcessThreadMessages> p_flags);
|
|
BitField<ProcessThreadMessages> get_process_thread_messages() const;
|
|
|
|
void queue_accessibility_update();
|
|
|
|
virtual RID get_accessibility_element() const;
|
|
virtual RID get_focused_accessibility_element() const;
|
|
virtual bool accessibility_override_tree_hierarchy() const { return false; }
|
|
|
|
virtual PackedStringArray get_accessibility_configuration_warnings() const;
|
|
|
|
Node *duplicate(int p_flags = DUPLICATE_GROUPS | DUPLICATE_SIGNALS | DUPLICATE_SCRIPTS) const;
|
|
#ifdef TOOLS_ENABLED
|
|
Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap) const;
|
|
Node *duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
|
|
void remap_node_resources(Node *p_node, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
|
|
void remap_nested_resources(Ref<Resource> p_resource, const HashMap<Ref<Resource>, Ref<Resource>> &p_resource_remap) const;
|
|
#endif
|
|
|
|
// used by editors, to save what has changed only
|
|
void set_scene_instance_state(const Ref<SceneState> &p_state);
|
|
Ref<SceneState> get_scene_instance_state() const;
|
|
|
|
void set_scene_inherited_state(const Ref<SceneState> &p_state);
|
|
Ref<SceneState> get_scene_inherited_state() const;
|
|
|
|
void set_scene_instance_load_placeholder(bool p_enable);
|
|
bool get_scene_instance_load_placeholder() const;
|
|
|
|
template <typename... VarArgs>
|
|
Vector<Variant> make_binds(VarArgs... p_args) {
|
|
Vector<Variant> binds = { p_args... };
|
|
return binds;
|
|
}
|
|
|
|
void replace_by(Node *p_node, bool p_keep_groups = false);
|
|
|
|
void set_process_mode(ProcessMode p_mode);
|
|
ProcessMode get_process_mode() const;
|
|
bool can_process() const;
|
|
bool can_process_notification(int p_what) const;
|
|
|
|
void set_physics_interpolation_mode(PhysicsInterpolationMode p_mode);
|
|
PhysicsInterpolationMode get_physics_interpolation_mode() const { return data.physics_interpolation_mode; }
|
|
_FORCE_INLINE_ bool is_physics_interpolated() const { return data.physics_interpolated; }
|
|
_FORCE_INLINE_ bool is_physics_interpolated_and_enabled() const { return SceneTree::is_fti_enabled() && is_physics_interpolated(); }
|
|
void reset_physics_interpolation();
|
|
|
|
bool is_enabled() const;
|
|
bool is_ready() const;
|
|
|
|
void request_ready();
|
|
|
|
void set_process_thread_group(ProcessThreadGroup p_mode);
|
|
ProcessThreadGroup get_process_thread_group() const;
|
|
|
|
static void print_orphan_nodes();
|
|
static TypedArray<int> get_orphan_node_ids();
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
String validate_child_name(Node *p_child);
|
|
String prevalidate_child_name(Node *p_child, StringName p_name);
|
|
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
|
|
#endif
|
|
static String adjust_name_casing(const String &p_name);
|
|
|
|
void queue_free();
|
|
|
|
//hacks for speed
|
|
static void init_node_hrcr();
|
|
|
|
bool is_owned_by_parent() const;
|
|
|
|
void clear_internal_tree_resource_paths();
|
|
|
|
_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
|
|
|
|
virtual PackedStringArray get_configuration_warnings() const;
|
|
|
|
void update_configuration_warnings();
|
|
|
|
void set_display_folded(bool p_folded);
|
|
bool is_displayed_folded() const;
|
|
|
|
/* NETWORK */
|
|
|
|
virtual void set_multiplayer_authority(int p_peer_id, bool p_recursive = true);
|
|
int get_multiplayer_authority() const;
|
|
bool is_multiplayer_authority() const;
|
|
|
|
void rpc_config(const StringName &p_method, const Variant &p_config); // config a local method for RPC
|
|
const Variant get_node_rpc_config() const;
|
|
|
|
template <typename... VarArgs>
|
|
Error rpc(const StringName &p_method, VarArgs... p_args);
|
|
|
|
template <typename... VarArgs>
|
|
Error rpc_id(int p_peer_id, const StringName &p_method, VarArgs... p_args);
|
|
|
|
Error rpcp(int p_peer_id, const StringName &p_method, const Variant **p_arg, int p_argcount);
|
|
|
|
Ref<MultiplayerAPI> get_multiplayer() const;
|
|
|
|
/* INTERNATIONALIZATION */
|
|
|
|
void set_auto_translate_mode(AutoTranslateMode p_mode);
|
|
AutoTranslateMode get_auto_translate_mode() const;
|
|
bool can_auto_translate() const;
|
|
|
|
virtual StringName get_translation_domain() const override;
|
|
virtual void set_translation_domain(const StringName &p_domain) override;
|
|
void set_translation_domain_inherited();
|
|
|
|
_FORCE_INLINE_ String atr(const String &p_message, const StringName &p_context = "") const { return can_auto_translate() ? tr(p_message, p_context) : p_message; }
|
|
_FORCE_INLINE_ String atr_n(const String &p_message, const StringName &p_message_plural, int p_n, const StringName &p_context = "") const {
|
|
if (can_auto_translate()) {
|
|
return tr_n(p_message, p_message_plural, p_n, p_context);
|
|
}
|
|
return p_n == 1 ? p_message : String(p_message_plural);
|
|
}
|
|
|
|
/* THREADING */
|
|
|
|
void call_deferred_thread_groupp(const StringName &p_method, const Variant **p_args, int p_argcount, bool p_show_error = false);
|
|
template <typename... VarArgs>
|
|
void call_deferred_thread_group(const StringName &p_method, 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_deferred_thread_groupp(p_method, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
|
|
}
|
|
void set_deferred_thread_group(const StringName &p_property, const Variant &p_value);
|
|
void notify_deferred_thread_group(int p_notification);
|
|
|
|
void call_thread_safep(const StringName &p_method, const Variant **p_args, int p_argcount, bool p_show_error = false);
|
|
template <typename... VarArgs>
|
|
void call_thread_safe(const StringName &p_method, 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_deferred_thread_groupp(p_method, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
|
|
}
|
|
void set_thread_safe(const StringName &p_property, const Variant &p_value);
|
|
void notify_thread_safe(int p_notification);
|
|
|
|
/* HELPER */
|
|
|
|
bool is_instance() const { return !data.scene_file_path.is_empty(); }
|
|
|
|
// These inherited functions need proper multithread locking when overridden in Node.
|
|
#ifdef DEBUG_ENABLED
|
|
|
|
virtual void set_script(const Variant &p_script) override;
|
|
virtual Variant get_script() const override;
|
|
|
|
virtual bool has_meta(const StringName &p_name) const override;
|
|
virtual void set_meta(const StringName &p_name, const Variant &p_value) override;
|
|
virtual void remove_meta(const StringName &p_name) override;
|
|
virtual Variant get_meta(const StringName &p_name, const Variant &p_default = Variant()) const override;
|
|
virtual void get_meta_list(List<StringName> *p_list) const override;
|
|
|
|
virtual Error emit_signalp(const StringName &p_name, const Variant **p_args, int p_argcount) override;
|
|
virtual bool has_signal(const StringName &p_name) const override;
|
|
virtual void get_signal_list(List<MethodInfo> *p_signals) const override;
|
|
virtual void get_signal_connection_list(const StringName &p_signal, List<Connection> *p_connections) const override;
|
|
virtual void get_all_signal_connections(List<Connection> *p_connections) const override;
|
|
virtual int get_persistent_signal_connection_count() const override;
|
|
virtual void get_signals_connected_to_this(List<Connection> *p_connections) const override;
|
|
|
|
virtual Error connect(const StringName &p_signal, const Callable &p_callable, uint32_t p_flags = 0) override;
|
|
virtual void disconnect(const StringName &p_signal, const Callable &p_callable) override;
|
|
virtual bool is_connected(const StringName &p_signal, const Callable &p_callable) const override;
|
|
virtual bool has_connections(const StringName &p_signal) const override;
|
|
#endif
|
|
Node();
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~Node();
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};
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VARIANT_ENUM_CAST(Node::DuplicateFlags);
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VARIANT_ENUM_CAST(Node::ProcessMode);
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VARIANT_ENUM_CAST(Node::ProcessThreadGroup);
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|
VARIANT_BITFIELD_CAST(Node::ProcessThreadMessages);
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VARIANT_ENUM_CAST(Node::InternalMode);
|
|
VARIANT_ENUM_CAST(Node::PhysicsInterpolationMode);
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|
VARIANT_ENUM_CAST(Node::AutoTranslateMode);
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|
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typedef HashSet<Node *, Node::Comparator> NodeSet;
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|
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// Template definitions must be in the header so they are always fully initialized before their usage.
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// See this StackOverflow question for more information: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
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|
|
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template <typename... VarArgs>
|
|
Error Node::rpc(const StringName &p_method, VarArgs... p_args) {
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|
return rpc_id(0, p_method, p_args...);
|
|
}
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|
|
|
template <typename... VarArgs>
|
|
Error Node::rpc_id(int p_peer_id, const StringName &p_method, 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];
|
|
}
|
|
return rpcp(p_peer_id, p_method, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args));
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
#define ERR_THREAD_GUARD ERR_FAIL_COND_MSG(!is_accessible_from_caller_thread(), vformat("Caller thread can't call this function in this node (%s). Use call_deferred() or call_thread_group() instead.", get_description()));
|
|
#define ERR_THREAD_GUARD_V(m_ret) ERR_FAIL_COND_V_MSG(!is_accessible_from_caller_thread(), (m_ret), vformat("Caller thread can't call this function in this node (%s). Use call_deferred() or call_thread_group() instead.", get_description()));
|
|
#define ERR_MAIN_THREAD_GUARD ERR_FAIL_COND_MSG(is_inside_tree() && !is_current_thread_safe_for_nodes(), vformat("This function in this node (%s) can only be accessed from the main thread. Use call_deferred() instead.", get_description()));
|
|
#define ERR_MAIN_THREAD_GUARD_V(m_ret) ERR_FAIL_COND_V_MSG(is_inside_tree() && !is_current_thread_safe_for_nodes(), (m_ret), vformat("This function in this node (%s) can only be accessed from the main thread. Use call_deferred() instead.", get_description()));
|
|
#define ERR_READ_THREAD_GUARD ERR_FAIL_COND_MSG(!is_readable_from_caller_thread(), vformat("This function in this node (%s) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.", get_description()));
|
|
#define ERR_READ_THREAD_GUARD_V(m_ret) ERR_FAIL_COND_V_MSG(!is_readable_from_caller_thread(), (m_ret), vformat("This function in this node (%s) can only be accessed from either the main thread or a thread group. Use call_deferred() instead.", get_description()));
|
|
#else
|
|
#define ERR_THREAD_GUARD
|
|
#define ERR_THREAD_GUARD_V(m_ret)
|
|
#define ERR_MAIN_THREAD_GUARD
|
|
#define ERR_MAIN_THREAD_GUARD_V(m_ret)
|
|
#define ERR_READ_THREAD_GUARD
|
|
#define ERR_READ_THREAD_GUARD_V(m_ret)
|
|
#endif
|
|
|
|
// Add these macro to your class's 'get_configuration_warnings' function to have warnings show up in the scene tree inspector.
|
|
#define DEPRECATED_NODE_WARNING warnings.push_back(RTR("This node is marked as deprecated and will be removed in future versions.\nPlease check the Godot documentation for information about migration."));
|
|
#define EXPERIMENTAL_NODE_WARNING warnings.push_back(RTR("This node is marked as experimental and may be subject to removal or major changes in future versions."));
|