text: /*************************************************************************/
  /*  node.h                                                               */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  #ifndef NODE_H
  #define NODE_H
  
  #include "object.h"
  #include "path_db.h"
  #include "map.h"
  #include "object_type_db.h"
  #include "script_language.h"
  #include "scene/main/scene_main_loop.h"
  
  
  class Viewport;
  class SceneState;
  class Node : public Object {
  
  	OBJ_TYPE( Node, Object );
  	OBJ_CATEGORY("Nodes");
  
  public:
  
  	enum PauseMode {
  
  		PAUSE_MODE_INHERIT,
  		PAUSE_MODE_STOP,
  		PAUSE_MODE_PROCESS
  	};
  
  	enum NetworkMode {
  
  		NETWORK_MODE_INHERIT,
  		NETWORK_MODE_MASTER,
  		NETWORK_MODE_SLAVE
  	};
  
  	enum RPCMode {
  
  		RPC_MODE_DISABLED, //no rpc for this method, calls to this will be blocked (default)
  		RPC_MODE_REMOTE, // using rpc() on it will call method / set property in all other peers
  		RPC_MODE_SYNC, // using rpc() on it will call method / set property in all other peers and locally
  		RPC_MODE_MASTER, // usinc rpc() on it will call method on wherever the master is, be it local or remote
  		RPC_MODE_SLAVE, // usinc rpc() on it will call method for all slaves, be it local or remote
  	};
  
  	struct Comparator {
  
  		bool operator()(const Node* p_a, const Node* p_b) const { return p_b->is_greater_than(p_a); }
  	};
  
  private:
  
  	struct GroupData {
  
  		bool persistent;
  		SceneTree::Group *group;
  		GroupData() { persistent=false; }
  	};
  
  
  
  	struct Data {
  
  		String filename;
  		Ref<SceneState> instance_state;
  		Ref<SceneState> inherited_state;
  
  		HashMap<NodePath,int> editable_instances;
  
  		Node *parent;
  		Node *owner;
  		Vector<Node*> children;	// list of children
  		int pos;
  		int depth;
  		int blocked; // safeguard that throws an error when attempting to modify the tree in a harmful way while being traversed.
  		StringName name;
  		SceneTree *tree;
  		bool inside_tree;
  #ifdef TOOLS_ENABLED
  		NodePath import_path; //path used when imported, used by scene editors to keep tracking
  #endif
  
  		Viewport *viewport;
  
  
  		Map< StringName, GroupData>  grouped;
  		List<Node*>::Element *OW; // owned element
  		List<Node*> owned;
  
  		PauseMode pause_mode;
  		Node *pause_owner;
  
  		NetworkMode network_mode;
  		Node *network_owner;
  		Map<StringName,RPCMode> rpc_methods;
  		Map<StringName,RPCMode> rpc_properties;
  
  
  		// variables used to properly sort the node when processing, ignored otherwise
  		//should move all the stuff below to bits
  		bool fixed_process;
  		bool idle_process;
  
  		bool input;
  		bool unhandled_input;
  		bool unhandled_key_input;
  
  		bool parent_owned;
  		bool in_constructor;
  		bool use_placeholder;
  
  		bool display_folded;
  
  		mutable NodePath *path_cache;
  
  	} data;
  
  
  	void _print_tree(const Node *p_node);
  
  	virtual bool _use_builtin_script() const { return true; }
  	Node *_get_node(const NodePath& p_path) const;
  	Node *_get_child_by_name(const StringName& p_name) const;
  
  	void _replace_connections_target(Node* p_new_target);
  
  	void _validate_child_name(Node *p_name, bool p_force_human_readable=false);
  
  	void _propagate_reverse_notification(int p_notification);
  	void _propagate_deferred_notification(int p_notification, bool p_reverse);
  	void _propagate_enter_tree();
  	void _propagate_ready();
  	void _propagate_exit_tree();
  	void _propagate_validate_owner();
  	void _print_stray_nodes();
  	void _propagate_pause_owner(Node*p_owner);
  	void _propagate_network_owner(Node*p_owner);
  	Array _get_node_and_resource(const NodePath& p_path);
  
  	void _duplicate_signals(const Node* p_original,Node* p_copy) const;
  	void _duplicate_and_reown(Node* p_new_parent, const Map<Node*,Node*>& p_reown_map) const;
  	Node *_duplicate(bool p_use_instancing) const;
  
  	Array _get_children() const;
  	Array _get_groups() const;
  
  	Variant _rpc_bind(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
  	Variant _rpc_unreliable_bind(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
  	Variant _rpc_id_bind(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
  	Variant _rpc_unreliable_id_bind(const Variant** p_args, int p_argcount, Variant::CallError& r_error);
  
  friend class SceneTree;
  
  	void _set_tree(SceneTree *p_tree);
  protected:
  
  	void _block() { data.blocked++; }
  	void _unblock()  { data.blocked--; }
  
  	void _notification(int p_notification);
  
  	virtual void add_child_notify(Node *p_child);
  	virtual void remove_child_notify(Node *p_child);
  	virtual void move_child_notify(Node *p_child);
  	//void remove_and_delete_child(Node *p_child);
  
  	void _propagate_replace_owner(Node *p_owner,Node* p_by_owner);
  
  	static void _bind_methods();
  
  friend class SceneState;
  
  	void _add_child_nocheck(Node* p_child,const StringName& p_name);
  	void _set_owner_nocheck(Node* p_owner);
  	void _set_name_nocheck(const StringName& p_name);
  
  public:
  
  	enum {
  		// you can make your own, but don't use the same numbers as other notifications in other nodes
  		NOTIFICATION_ENTER_TREE=10,
  		NOTIFICATION_EXIT_TREE =11,
  		NOTIFICATION_MOVED_IN_PARENT =12,
  		NOTIFICATION_READY=13,
  		//NOTIFICATION_PARENT_DECONFIGURED =15, - it's confusing, it's going away
  		NOTIFICATION_PAUSED=14,
  		NOTIFICATION_UNPAUSED=15,
  		NOTIFICATION_FIXED_PROCESS = 16,
  		NOTIFICATION_PROCESS = 17,
  		NOTIFICATION_PARENTED=18,
  		NOTIFICATION_UNPARENTED=19,
  		NOTIFICATION_INSTANCED=20,
  		NOTIFICATION_DRAG_BEGIN=21,
  		NOTIFICATION_DRAG_END=22,
  		NOTIFICATION_PATH_CHANGED=23,
  	};
  
  	/* NODE/TREE */
  
  	StringName get_name() const;
  	void set_name(const String& p_name);
  
  	void add_child(Node *p_child,bool p_legible_unique_name=false);
  	void add_child_below_node(Node *p_node, Node *p_child, bool p_legible_unique_name=false);
  	void remove_child(Node *p_child);
  
  	int get_child_count() const;
  	Node *get_child(int p_index) const;
  	bool has_node(const NodePath& p_path) const;
  	Node *get_node(const NodePath& p_path) const;
  	Node* find_node(const String& p_mask,bool p_recursive=true,bool p_owned=true) const;
  	bool has_node_and_resource(const NodePath& p_path) const;
  	Node *get_node_and_resource(const NodePath& p_path,RES& r_res) const;
  
  	Node *get_parent() const;
  	_FORCE_INLINE_ SceneTree *get_tree() const { ERR_FAIL_COND_V( !data.tree, NULL ); return data.tree; }
  
  	_FORCE_INLINE_ bool is_inside_tree() const { return data.inside_tree; }
  
  	bool is_a_parent_of(const Node *p_node) const;
  	bool is_greater_than(const Node *p_node) const;
  
  	NodePath get_path() const;
  	NodePath get_path_to(const Node *p_node) const;
  	Node* find_common_parent_with(const Node *p_node) const;
  
  	void add_to_group(const StringName& p_identifier,bool p_persistent=false);
  	void remove_from_group(const StringName& p_identifier);
  	bool is_in_group(const StringName& p_identifier) const;
  
  	struct GroupInfo {
  
  		StringName name;
  		bool persistent;
  	};
  
  	void get_groups(List<GroupInfo> *p_groups) const;
  	bool has_persistent_groups() const;
  
  	void move_child(Node *p_child,int p_pos);
  	void raise();
  
  	void set_owner(Node *p_owner);
  	Node *get_owner() const;
  	void get_owned_by(Node *p_by,List<Node*> *p_owned);
  
  
  	void remove_and_skip();
  	int get_index() const;
  
  	void print_tree();
  
  	void set_filename(const String& p_filename);
  	String get_filename() const;
  
  	void set_editable_instance(Node* p_node,bool p_editable);
  	bool is_editable_instance(Node* p_node) const;
  	void set_editable_instances(const HashMap<NodePath,int>& p_editable_instances);
  	HashMap<NodePath,int> get_editable_instances() const;
  
  
  	/* NOTIFICATIONS */
  
  	void propagate_notification(int p_notification);
  
  	/* PROCESSING */
  	void set_fixed_process(bool p_process);
  	float get_fixed_process_delta_time() const;
  	bool is_fixed_processing() const;
  
  	void set_process(bool p_process);
  	float get_process_delta_time() const;
  	bool is_processing() const;
  
  
  	void set_process_input(bool p_enable);
  	bool is_processing_input() const;
  
  	void set_process_unhandled_input(bool p_enable);
  	bool is_processing_unhandled_input() const;
  
  	void set_process_unhandled_key_input(bool p_enable);
  	bool is_processing_unhandled_key_input() const;
  
  	int get_position_in_parent() const;
  
  	Node *duplicate(bool p_use_instancing=false) const;
  	Node *duplicate_and_reown(const Map<Node*,Node*>& p_reown_map) const;
  
  	//Node *clone_tree() const;
  
  	// used by editors, to save what has changed only
  	void set_scene_instance_state(const Ref<SceneState>& p_state);
  	Ref<SceneState> get_scene_instance_state() const;
  
  	void set_scene_inherited_state(const Ref<SceneState>& p_state);
  	Ref<SceneState> get_scene_inherited_state() const;
  
  	void set_scene_instance_load_placeholder(bool p_enable);
  	bool get_scene_instance_load_placeholder() const;
  
  	static Vector<Variant> make_binds(VARIANT_ARG_LIST);
  
  	void replace_by(Node* p_node,bool p_keep_data=false);
  
  	void set_pause_mode(PauseMode p_mode);
  	PauseMode get_pause_mode() const;
  	bool can_process() const;
  
  	static void print_stray_nodes();
  
  	String validate_child_name(const String& p_name) const;
  
  	void queue_delete();
  
  //shitty hacks for speed
  	static void set_human_readable_collision_renaming(bool p_enabled);
  	static void init_node_hrcr();
  
  	void force_parent_owned() { data.parent_owned=true; } //hack to avoid duplicate nodes
  
  #ifdef TOOLS_ENABLED
  	void set_import_path(const NodePath& p_import_path); //path used when imported, used by scene editors to keep tracking
  	NodePath get_import_path() const;
  #endif
  
  	bool is_owned_by_parent() const;
  
  	void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
  
  	void clear_internal_tree_resource_paths();
  
  	_FORCE_INLINE_ Viewport *get_viewport() const { return data.viewport; }
  
  	virtual String get_configuration_warning() const;
  
  	void update_configuration_warning();
  
  	void set_display_folded(bool p_folded);
  	bool is_displayed_folded() const;
  	/* NETWORK */
  
  	void set_network_mode(NetworkMode p_mode);
  	NetworkMode get_network_mode() const;
  	bool is_network_master() const;
  
  	void rpc_config(const StringName& p_method,RPCMode p_mode); // config a local method for RPC
  	void rset_config(const StringName& p_property,RPCMode p_mode); // config a local property for RPC
  
  	void rpc(const StringName& p_method,VARIANT_ARG_LIST); //rpc call, honors RPCMode
  	void rpc_unreliable(const StringName& p_method,VARIANT_ARG_LIST); //rpc call, honors RPCMode
  	void rpc_id(int p_peer_id,const StringName& p_method,VARIANT_ARG_LIST); //rpc call, honors RPCMode
  	void rpc_unreliable_id(int p_peer_id,const StringName& p_method,VARIANT_ARG_LIST); //rpc call, honors RPCMode
  
  	void rpcp(int p_peer_id,bool p_unreliable,const StringName& p_method,const Variant** p_arg,int p_argcount);
  
  	void rset(const StringName& p_property, const Variant& p_value); //remote set call, honors RPCMode
  	void rset_unreliable(const StringName& p_property,const Variant& p_value); //remote set call, honors RPCMode
  	void rset_id(int p_peer_id,const StringName& p_property,const Variant& p_value); //remote set call, honors RPCMode
  	void rset_unreliable_id(int p_peer_id,const StringName& p_property,const Variant& p_value); //remote set call, honors RPCMode
  
  	void rsetp(int p_peer_id,bool p_unreliable,const StringName& p_property,const Variant& p_value);
  
  	bool can_call_rpc(const StringName& p_method) const;
  	bool can_call_rset(const StringName& p_property) const;
  
  
  	Node();
  	~Node();
  };
  
  
  typedef Set<Node*,Node::Comparator> NodeSet;
  
  
  #endif
  