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			112 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  scene_replication_config.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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| 
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| #ifndef SCENE_REPLICATION_CONFIG_H
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| #define SCENE_REPLICATION_CONFIG_H
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| 
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| #include "core/io/resource.h"
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| #include "core/variant/typed_array.h"
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| 
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| class SceneReplicationConfig : public Resource {
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| 	GDCLASS(SceneReplicationConfig, Resource);
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| 	OBJ_SAVE_TYPE(SceneReplicationConfig);
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| 	RES_BASE_EXTENSION("repl");
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| 
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| public:
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| 	enum ReplicationMode {
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| 		REPLICATION_MODE_NEVER,
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| 		REPLICATION_MODE_ALWAYS,
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| 		REPLICATION_MODE_ON_CHANGE,
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| 	};
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| 
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| private:
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| 	struct ReplicationProperty {
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| 		NodePath name;
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| 		bool spawn = true;
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| 		ReplicationMode mode = REPLICATION_MODE_ALWAYS;
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| 
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| 		bool operator==(const ReplicationProperty &p_to) {
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| 			return name == p_to.name;
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| 		}
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| 
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| 		ReplicationProperty() {}
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| 
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| 		ReplicationProperty(const NodePath &p_name) {
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| 			name = p_name;
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| 		}
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| 	};
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| 
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| 	List<ReplicationProperty> properties;
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| 	List<NodePath> spawn_props;
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| 	List<NodePath> sync_props;
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| 	List<NodePath> watch_props;
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| 	bool dirty = false;
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| 
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| 	void _update();
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| 
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| protected:
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| 	static void _bind_methods();
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| 
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| 	bool _set(const StringName &p_name, const Variant &p_value);
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| 	bool _get(const StringName &p_name, Variant &r_ret) const;
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| 	void _get_property_list(List<PropertyInfo> *p_list) const;
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| 
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| public:
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| 	virtual void reset_state() override; // Required since we use variable amount of properties.
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| 
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| 	TypedArray<NodePath> get_properties() const;
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| 
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| 	void add_property(const NodePath &p_path, int p_index = -1);
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| 	void remove_property(const NodePath &p_path);
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| 	bool has_property(const NodePath &p_path) const;
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| 
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| 	int property_get_index(const NodePath &p_path) const;
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| 	bool property_get_spawn(const NodePath &p_path);
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| 	void property_set_spawn(const NodePath &p_path, bool p_enabled);
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| 
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| 	bool property_get_sync(const NodePath &p_path);
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| 	void property_set_sync(const NodePath &p_path, bool p_enabled);
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| 
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| 	bool property_get_watch(const NodePath &p_path);
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| 	void property_set_watch(const NodePath &p_path, bool p_enabled);
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| 
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| 	ReplicationMode property_get_replication_mode(const NodePath &p_path);
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| 	void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
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| 
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| 	const List<NodePath> &get_spawn_properties();
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| 	const List<NodePath> &get_sync_properties();
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| 	const List<NodePath> &get_watch_properties();
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| 
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| 	SceneReplicationConfig() {}
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| };
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| 
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| VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
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| 
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| #endif // SCENE_REPLICATION_CONFIG_H
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