packed_scene.h 7.7 KB

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  1. /*************************************************************************/
  2. /* packed_scene.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef PACKED_SCENE_H
  31. #define PACKED_SCENE_H
  32. #include "core/resource.h"
  33. #include "scene/main/node.h"
  34. class SceneState : public Reference {
  35. GDCLASS(SceneState, Reference);
  36. Vector<StringName> names;
  37. Vector<Variant> variants;
  38. Vector<NodePath> node_paths;
  39. Vector<NodePath> editable_instances;
  40. mutable HashMap<NodePath, int> node_path_cache;
  41. mutable Map<int, int> base_scene_node_remap;
  42. int base_scene_idx;
  43. enum {
  44. NO_PARENT_SAVED = 0x7FFFFFFF,
  45. NAME_INDEX_BITS = 18,
  46. NAME_MASK = (1 << NAME_INDEX_BITS) - 1,
  47. };
  48. struct NodeData {
  49. int parent;
  50. int owner;
  51. int type;
  52. int name;
  53. int instance;
  54. int index;
  55. struct Property {
  56. int name;
  57. int value;
  58. };
  59. Vector<Property> properties;
  60. Vector<int> groups;
  61. };
  62. struct PackState {
  63. Ref<SceneState> state;
  64. int node;
  65. PackState() { node = -1; }
  66. };
  67. Vector<NodeData> nodes;
  68. struct ConnectionData {
  69. int from;
  70. int to;
  71. int signal;
  72. int method;
  73. int flags;
  74. Vector<int> binds;
  75. };
  76. Vector<ConnectionData> connections;
  77. Error _parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
  78. Error _parse_connections(Node *p_owner, Node *p_node, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map);
  79. String path;
  80. uint64_t last_modified_time;
  81. _FORCE_INLINE_ Ref<SceneState> _get_base_scene_state() const;
  82. static bool disable_placeholders;
  83. PoolVector<String> _get_node_groups(int p_idx) const;
  84. int _find_base_scene_node_remap_key(int p_idx) const;
  85. protected:
  86. static void _bind_methods();
  87. public:
  88. enum {
  89. FLAG_ID_IS_PATH = (1 << 30),
  90. TYPE_INSTANCED = 0x7FFFFFFF,
  91. FLAG_INSTANCE_IS_PLACEHOLDER = (1 << 30),
  92. FLAG_MASK = (1 << 24) - 1,
  93. };
  94. enum GenEditState {
  95. GEN_EDIT_STATE_DISABLED,
  96. GEN_EDIT_STATE_INSTANCE,
  97. GEN_EDIT_STATE_MAIN,
  98. };
  99. static void set_disable_placeholders(bool p_disable);
  100. int find_node_by_path(const NodePath &p_node) const;
  101. Variant get_property_value(int p_node, const StringName &p_property, bool &found) const;
  102. bool is_node_in_group(int p_node, const StringName &p_group) const;
  103. bool is_connection(int p_node, const StringName &p_signal, int p_to_node, const StringName &p_to_method) const;
  104. void set_bundled_scene(const Dictionary &p_dictionary);
  105. Dictionary get_bundled_scene() const;
  106. Error pack(Node *p_scene);
  107. void set_path(const String &p_path);
  108. String get_path() const;
  109. void clear();
  110. bool can_instance() const;
  111. Node *instance(GenEditState p_edit_state) const;
  112. //unbuild API
  113. int get_node_count() const;
  114. StringName get_node_type(int p_idx) const;
  115. StringName get_node_name(int p_idx) const;
  116. NodePath get_node_path(int p_idx, bool p_for_parent = false) const;
  117. NodePath get_node_owner_path(int p_idx) const;
  118. Ref<PackedScene> get_node_instance(int p_idx) const;
  119. String get_node_instance_placeholder(int p_idx) const;
  120. bool is_node_instance_placeholder(int p_idx) const;
  121. Vector<StringName> get_node_groups(int p_idx) const;
  122. int get_node_index(int p_idx) const;
  123. int get_node_property_count(int p_idx) const;
  124. StringName get_node_property_name(int p_idx, int p_prop) const;
  125. Variant get_node_property_value(int p_idx, int p_prop) const;
  126. int get_connection_count() const;
  127. NodePath get_connection_source(int p_idx) const;
  128. StringName get_connection_signal(int p_idx) const;
  129. NodePath get_connection_target(int p_idx) const;
  130. StringName get_connection_method(int p_idx) const;
  131. int get_connection_flags(int p_idx) const;
  132. Array get_connection_binds(int p_idx) const;
  133. bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method);
  134. Vector<NodePath> get_editable_instances() const;
  135. //build API
  136. int add_name(const StringName &p_name);
  137. int find_name(const StringName &p_name) const;
  138. int add_value(const Variant &p_value);
  139. int add_node_path(const NodePath &p_path);
  140. int add_node(int p_parent, int p_owner, int p_type, int p_name, int p_instance, int p_index);
  141. void add_node_property(int p_node, int p_name, int p_value);
  142. void add_node_group(int p_node, int p_group);
  143. void set_base_scene(int p_idx);
  144. void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds);
  145. void add_editable_instance(const NodePath &p_path);
  146. virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
  147. uint64_t get_last_modified_time() const { return last_modified_time; }
  148. SceneState();
  149. };
  150. VARIANT_ENUM_CAST(SceneState::GenEditState)
  151. class PackedScene : public Resource {
  152. GDCLASS(PackedScene, Resource);
  153. RES_BASE_EXTENSION("scn");
  154. Ref<SceneState> state;
  155. void _set_bundled_scene(const Dictionary &p_scene);
  156. Dictionary _get_bundled_scene() const;
  157. protected:
  158. virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better
  159. static void _bind_methods();
  160. public:
  161. enum GenEditState {
  162. GEN_EDIT_STATE_DISABLED,
  163. GEN_EDIT_STATE_INSTANCE,
  164. GEN_EDIT_STATE_MAIN,
  165. };
  166. Error pack(Node *p_scene);
  167. void clear();
  168. bool can_instance() const;
  169. Node *instance(GenEditState p_edit_state = GEN_EDIT_STATE_DISABLED) const;
  170. void recreate_state();
  171. void replace_state(Ref<SceneState> p_by);
  172. virtual void set_path(const String &p_path, bool p_take_over = false);
  173. #ifdef TOOLS_ENABLED
  174. virtual void set_last_modified_time(uint64_t p_time) { state->set_last_modified_time(p_time); }
  175. #endif
  176. Ref<SceneState> get_state();
  177. PackedScene();
  178. };
  179. VARIANT_ENUM_CAST(PackedScene::GenEditState)
  180. #endif // SCENE_PRELOADER_H