/**************************************************************************/ /* node.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 "core/string/node_path.h" #include "core/templates/rb_map.h" #include "core/variant/typed_array.h" #include "scene/main/scene_tree.h" #include "scene/scene_string_names.h" class Viewport; class Window; class SceneState; class Tween; class PropertyTweener; SAFE_FLAG_TYPE_PUN_GUARANTEES SAFE_NUMERIC_TYPE_PUN_GUARANTEES(…) class Node : public Object { … }; VARIANT_ENUM_CAST(Node::DuplicateFlags); VARIANT_ENUM_CAST(Node::ProcessMode); VARIANT_ENUM_CAST(Node::ProcessThreadGroup); VARIANT_BITFIELD_CAST(Node::ProcessThreadMessages); VARIANT_ENUM_CAST(Node::InternalMode); VARIANT_ENUM_CAST(Node::PhysicsInterpolationMode); VARIANT_ENUM_CAST(Node::AutoTranslateMode); NodeSet; // Template definitions must be in the header so they are always fully initialized before their usage. // See this StackOverflow question for more information: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file template <typename... VarArgs> Error Node::rpc(const StringName &p_method, VarArgs... p_args) { … } template <typename... VarArgs> Error Node::rpc_id(int p_peer_id, const StringName &p_method, VarArgs... p_args) { … } #ifdef DEBUG_ENABLED #define ERR_THREAD_GUARD … #define ERR_THREAD_GUARD_V(m_ret) … #define ERR_MAIN_THREAD_GUARD … #define ERR_MAIN_THREAD_GUARD_V(m_ret) … #define ERR_READ_THREAD_GUARD … #define ERR_READ_THREAD_GUARD_V(m_ret) … #else #define ERR_THREAD_GUARD #define ERR_THREAD_GUARD_V … #define ERR_MAIN_THREAD_GUARD #define ERR_MAIN_THREAD_GUARD_V … #define ERR_READ_THREAD_GUARD #define ERR_READ_THREAD_GUARD_V … #endif // Add these macro to your class's 'get_configuration_warnings' function to have warnings show up in the scene tree inspector. #define DEPRECATED_NODE_WARNING … #define EXPERIMENTAL_NODE_WARNING … #endif // NODE_H