1/**************************************************************************/
2/* scene_replication_config.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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: */
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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 */
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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
31#ifndef SCENE_REPLICATION_CONFIG_H
32#define SCENE_REPLICATION_CONFIG_H
33
34#include "core/io/resource.h"
35#include "core/variant/typed_array.h"
36
37class SceneReplicationConfig : public Resource {
38 GDCLASS(SceneReplicationConfig, Resource);
39 OBJ_SAVE_TYPE(SceneReplicationConfig);
40 RES_BASE_EXTENSION("repl");
41
42public:
43 enum ReplicationMode {
44 REPLICATION_MODE_NEVER,
45 REPLICATION_MODE_ALWAYS,
46 REPLICATION_MODE_ON_CHANGE,
47 };
48
49private:
50 struct ReplicationProperty {
51 NodePath name;
52 bool spawn = true;
53 ReplicationMode mode = REPLICATION_MODE_ALWAYS;
54
55 bool operator==(const ReplicationProperty &p_to) {
56 return name == p_to.name;
57 }
58
59 ReplicationProperty() {}
60
61 ReplicationProperty(const NodePath &p_name) {
62 name = p_name;
63 }
64 };
65
66 List<ReplicationProperty> properties;
67 List<NodePath> spawn_props;
68 List<NodePath> sync_props;
69 List<NodePath> watch_props;
70 bool dirty = false;
71
72 void _update();
73
74protected:
75 static void _bind_methods();
76
77 bool _set(const StringName &p_name, const Variant &p_value);
78 bool _get(const StringName &p_name, Variant &r_ret) const;
79 void _get_property_list(List<PropertyInfo> *p_list) const;
80
81public:
82 TypedArray<NodePath> get_properties() const;
83
84 void add_property(const NodePath &p_path, int p_index = -1);
85 void remove_property(const NodePath &p_path);
86 bool has_property(const NodePath &p_path) const;
87
88 int property_get_index(const NodePath &p_path) const;
89 bool property_get_spawn(const NodePath &p_path);
90 void property_set_spawn(const NodePath &p_path, bool p_enabled);
91
92 bool property_get_sync(const NodePath &p_path);
93 void property_set_sync(const NodePath &p_path, bool p_enabled);
94
95 bool property_get_watch(const NodePath &p_path);
96 void property_set_watch(const NodePath &p_path, bool p_enabled);
97
98 ReplicationMode property_get_replication_mode(const NodePath &p_path);
99 void property_set_replication_mode(const NodePath &p_path, ReplicationMode p_mode);
100
101 const List<NodePath> &get_spawn_properties();
102 const List<NodePath> &get_sync_properties();
103 const List<NodePath> &get_watch_properties();
104
105 SceneReplicationConfig() {}
106};
107
108VARIANT_ENUM_CAST(SceneReplicationConfig::ReplicationMode);
109
110#endif // SCENE_REPLICATION_CONFIG_H
111