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+/*************************************************************************/
+/* node.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* 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 NODE_H
+#define NODE_H
+
+#include "object.h"
+#include "path_db.h"
+#include "map.h"
+#include "object_type_db.h"
+#include "script_language.h"
+#include "scene/main/scene_main_loop.h"
+
+
+class Node : public Object {
+
+ OBJ_TYPE( Node, Object );
+ OBJ_CATEGORY("Nodes");
+
+public:
+
+ enum PauseMode {
+
+ PAUSE_MODE_INHERIT,
+ PAUSE_MODE_STOP,
+ PAUSE_MODE_PROCESS
+ };
+
+
+ struct Comparator {
+
+ bool operator()(const Node* p_a, const Node* p_b) const { return p_b->is_greater_than(p_a); }
+ };
+
+private:
+
+ struct GroupData {
+
+ bool persistent;
+ GroupData() { persistent=false; }
+ };
+
+ struct Data {
+
+ String filename;
+ Dictionary instance_state;
+ Vector<StringName> instance_groups;
+ Vector<Connection> instance_connections;
+
+ Node *parent;
+ Node *owner;
+ Vector<Node*> children; // list of children
+ int pos;
+ int depth;
+ int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
+ StringName name;
+ SceneMainLoop *scene;
+ bool inside_scene;
+
+
+ HashMap< StringName, GroupData,StringNameHasher> grouped;
+ List<Node*>::Element *OW; // owned element
+ List<Node*> owned;
+
+ PauseMode pause_mode;
+ Node *pause_owner;
+ // variables used to properly sort the node when processing, ignored otherwise
+ bool fixed_process;
+ bool idle_process;
+
+ bool input;
+ bool unhandled_input;
+
+ bool parent_owned;
+ bool in_constructor;
+ } data;
+
+
+ void _print_tree(const Node *p_node);
+
+ virtual bool _use_builtin_script() const { return true; }
+ Node *_get_node(const NodePath& p_path) const;
+
+
+ void _validate_child_name(Node *p_name);
+
+ void _propagate_reverse_notification(int p_notification);
+ void _propagate_deferred_notification(int p_notification, bool p_reverse);
+ void _propagate_enter_scene();
+ void _propagate_ready();
+ void _propagate_exit_scene();
+ void _propagate_validate_owner();
+ void _print_stray_nodes();
+ void _propagate_pause_owner(Node*p_owner);
+ Array _get_node_and_resource(const NodePath& p_path);
+
+ void _duplicate_and_reown(Node* p_new_parent, const Map<Node*,Node*>& p_reown_map) const;
+ Array _get_children() const;
+
+friend class SceneMainLoop;
+
+ void _set_scene(SceneMainLoop *p_scene);
+protected:
+
+ void _block() { data.blocked++; }
+ void _unblock() { data.blocked--; }
+
+ void _notification(int p_notification);
+
+ virtual void add_child_notify(Node *p_child);
+ virtual void remove_child_notify(Node *p_child);
+ void remove_and_delete_child(Node *p_child);
+
+ void _propagate_replace_owner(Node *p_owner,Node* p_by_owner);
+
+ static void _bind_methods();
+
+friend class PackedScene;
+
+ void _add_child_nocheck(Node* p_child,const StringName& p_name);
+ void _set_owner_nocheck(Node* p_owner);
+ void _set_name_nocheck(const StringName& p_name);
+
+public:
+
+ enum {
+ // you can make your own, but don't use the same numbers as other notifications in other nodes
+ NOTIFICATION_ENTER_SCENE=10,
+ NOTIFICATION_EXIT_SCENE =11,
+ NOTIFICATION_MOVED_IN_PARENT =12,
+ NOTIFICATION_READY=13,
+ //NOTIFICATION_PARENT_DECONFIGURED =15, - it's confusing, it's going away
+ NOTIFICATION_PAUSED=14,
+ NOTIFICATION_UNPAUSED=15,
+ NOTIFICATION_FIXED_PROCESS = 16,
+ NOTIFICATION_PROCESS = 17,
+ NOTIFICATION_PARENTED=18,
+ NOTIFICATION_UNPARENTED=19,
+ };
+
+ /* NODE/TREE */
+
+ StringName get_name() const;
+ void set_name(const String& p_name);
+
+ void add_child(Node *p_child);
+ void remove_child(Node *p_child);
+
+ int get_child_count() const;
+ Node *get_child(int p_index) const;
+ bool has_node(const NodePath& p_path) const;
+ Node *get_node(const NodePath& p_path) const;
+ bool has_node_and_resource(const NodePath& p_path) const;
+ Node *get_node_and_resource(const NodePath& p_path,RES& r_res) const;
+
+ Node *get_parent() const;
+ _FORCE_INLINE_ SceneMainLoop *get_scene() const { ERR_FAIL_COND_V( !data.scene, NULL ); return data.scene; }
+
+ _FORCE_INLINE_ bool is_inside_scene() const { return data.inside_scene; }
+
+ bool is_a_parent_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) 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 {
+
+ String name;
+ bool persistent;
+ };
+
+ void get_groups(List<GroupInfo> *p_groups) const;
+
+ void move_child(Node *p_child,int p_pos);
+ void raise();
+
+ void set_owner(Node *p_owner);
+ Node *get_owner() const;
+ void get_owned_by(Node *p_by,List<Node*> *p_owned);
+
+
+ void remove_and_skip();
+ int get_index() const;
+
+ void print_tree();
+
+ void set_filename(const String& p_filename);
+ String get_filename() const;
+
+ /* NOTIFICATIONS */
+
+ void propagate_notification(int p_notification);
+
+ /* PROCESSING */
+ void set_fixed_process(bool p_process);
+ float get_fixed_process_delta_time() const;
+ bool is_fixed_processing() const;
+
+ void set_process(bool p_process);
+ float get_process_delta_time() const;
+ bool is_processing() const;
+
+
+ void set_process_input(bool p_enable);
+ bool is_processing_input() const;
+
+ void set_process_unhandled_input(bool p_enable);
+ bool is_processing_unhandled_input() const;
+
+ int get_position_in_parent() const;
+
+ Node *duplicate() const;
+ Node *duplicate_and_reown(const Map<Node*,Node*>& p_reown_map) const;
+ //Node *clone_tree() const;
+
+ // used by editors, to save what has changed only
+ void generate_instance_state();
+ Dictionary get_instance_state() const;
+ Vector<StringName> get_instance_groups() const;
+ Vector<Connection> get_instance_connections() const;
+
+ static Vector<Variant> make_binds(VARIANT_ARG_LIST);
+
+ void replace_by(Node* p_node,bool p_keep_data=false);
+
+ void set_pause_mode(PauseMode p_mode);
+ PauseMode get_pause_mode() const;
+ bool can_process() const;
+
+ static void print_stray_nodes();
+
+ void queue_delete();
+
+ /* CANVAS */
+
+ Node();
+ ~Node();
+};
+
+
+typedef Set<Node*,Node::Comparator> NodeSet;
+
+
+
+
+#endif