scene_preloader.h 3.5 KB

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  1. /*************************************************************************/
  2. /* scene_preloader.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef SCENE_PRELOADER_H
  30. #define SCENE_PRELOADER_H
  31. #include "resource.h"
  32. #include "scene/main/node.h"
  33. class ScenePreloader : public Resource {
  34. OBJ_TYPE( ScenePreloader, Resource );
  35. Vector<StringName> names;
  36. Vector<Variant> variants;
  37. //missing - instances
  38. //missing groups
  39. //missing - owner
  40. //missing - override names and values
  41. struct NodeData {
  42. int parent;
  43. int type;
  44. int name;
  45. struct Property {
  46. int name;
  47. int value;
  48. };
  49. Vector<Property> properties;
  50. };
  51. Vector<NodeData> nodes;
  52. struct ConnectionData {
  53. int from;
  54. int to;
  55. int signal;
  56. int method;
  57. Vector<int> binds;
  58. };
  59. Vector<ConnectionData> connections;
  60. void _parse_node(Node *p_owner,Node *p_node,int p_parent_idx, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map);
  61. void _parse_connections(Node *p_node, Map<StringName,int> &name_map,HashMap<Variant,int,VariantHasher> &variant_map,Map<Node*,int> &node_map,bool p_instance);
  62. String path;
  63. void _set_bundled_scene(const Dictionary& p_scene);
  64. Dictionary _get_bundled_scene() const;
  65. protected:
  66. static void _bind_methods();
  67. public:
  68. Error load_scene(const String& p_path);
  69. String get_scene_path() const;
  70. void clear();
  71. bool can_instance() const;
  72. Node *instance() const;
  73. ScenePreloader();
  74. };
  75. #endif // SCENE_PRELOADER_H