#pragma once
#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/main/scene_tree_fti.h"
#include "scene/resources/mesh.h"
#undef Window
class PackedScene;
class Node;
#ifndef _3D_DISABLED
class Node3D;
#endif
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_ignoring_time_scale();
void release_connections();
};
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<Node *> nodes;
Vector<Node *> 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<ProcessGroup, true> group_allocator;
LocalVector<ProcessGroup *> process_groups;
bool process_groups_dirty = true;
LocalVector<ProcessGroup *> local_process_group_cache;
uint64_t process_last_pass = 1;
ProcessGroup default_process_group;
bool node_threading_disabled = false;
struct Group {
Vector<Node *> nodes;
bool changed = false;
};
#ifndef _3D_DISABLED
struct ClientPhysicsInterpolation {
SelfList<Node3D>::List _node_3d_list;
void physics_process();
} _client_physics_interpolation;
#endif
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;
bool suspended = false;
HashMap<StringName, Group> group_map;
bool _quit = false;
static bool _physics_interpolation_enabled;
static bool _physics_interpolation_enabled_in_project;
SceneTreeFTI scene_tree_fti;
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; }
};
int nodes_removed_on_group_call_lock = 0;
HashSet<Node *> nodes_removed_on_group_call;
List<ObjectID> delete_queue;
uint64_t accessibility_upd_per_sec = 0;
bool accessibility_force_update = true;
HashSet<ObjectID> accessibility_change_queue;
uint64_t accessibility_last_update = 0;
HashMap<UGCall, Vector<Variant>, UGCall> unique_group_calls;
bool ugc_locked = false;
void _flush_ugc();
_FORCE_INLINE_ void _update_group_order(Group &g);
TypedArray<Node> _get_nodes_in_group(const StringName &p_group);
Node *current_scene = nullptr;
ObjectID prev_scene_id;
ObjectID pending_new_scene_id;
Color debug_collisions_color;
Color debug_collision_contact_color;
Color debug_paths_color;
float debug_paths_width = 1.0f;
Ref<ArrayMesh> debug_contact_mesh;
Ref<Material> debug_paths_material;
Ref<Material> collision_material;
int collision_debug_contacts;
void _flush_scene_change();
List<Ref<SceneTreeTimer>> timers;
List<Ref<Tween>> tweens;
Ref<MultiplayerAPI> multiplayer;
HashMap<NodePath, Ref<MultiplayerAPI>> 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 _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();
friend class CanvasItem;
friend class Node3D;
friend class Viewport;
SelfList<Node>::List xform_change_list;
#ifdef DEBUG_ENABLED
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,
};
void _call_input_pause(const StringName &p_group, CallInputType p_call_type, const Ref<InputEvent> &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);
void notify_group(const StringName &p_group, int p_notification);
void set_group(const StringName &p_group, const String &p_name, const Variant &p_value);
template <typename... VarArgs>
void call_group(const StringName &p_group, const StringName &p_function, VarArgs... p_args) {
Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() };
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 <typename... VarArgs>
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() };
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();
bool is_accessibility_enabled() const;
bool is_accessibility_supported() const;
void _accessibility_force_update();
void _accessibility_notify_change(const Node *p_node, bool p_remove = false);
void _flush_accessibility_changes();
void _process_accessibility_changes(DisplayServer::WindowID p_window_id);
virtual void initialize() override;
virtual void iteration_prepare() override;
virtual bool physics_process(double p_time) override;
virtual void iteration_end() 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;
void set_suspend(bool p_enabled);
bool is_suspended() 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<Material> get_debug_paths_material();
Ref<Material> get_debug_collision_material();
Ref<ArrayMesh> 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<Node *> *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 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<PackedScene> &p_scene);
Error reload_current_scene();
void unload_current_scene();
Ref<SceneTreeTimer> create_timer(double p_delay_sec, bool p_process_always = true, bool p_process_in_physics = false, bool p_ignore_time_scale = false);
Ref<Tween> create_tween();
void remove_tween(const Ref<Tween> &p_tween);
TypedArray<Tween> get_processed_tweens();
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<String> *r_options) const override;
#endif
Ref<MultiplayerAPI> get_multiplayer(const NodePath &p_for_path = NodePath()) const;
void set_multiplayer(Ref<MultiplayerAPI> 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);
void set_physics_interpolation_enabled(bool p_enabled);
bool is_physics_interpolation_enabled() const { return _physics_interpolation_enabled; }
static bool is_fti_enabled() { return _physics_interpolation_enabled; }
static bool is_fti_enabled_in_project() { return _physics_interpolation_enabled_in_project; }
#ifndef _3D_DISABLED
void client_physics_interpolation_add_node_3d(SelfList<Node3D> *p_elem);
void client_physics_interpolation_remove_node_3d(SelfList<Node3D> *p_elem);
#endif
SceneTreeFTI &get_scene_tree_fti() { return scene_tree_fti; }
SceneTree();
~SceneTree();
};
VARIANT_ENUM_CAST(SceneTree::GroupCallFlags);