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class_scenemainloop
reduz edited this page Feb 23, 2014
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Inherits: mainloop\ Category: Core\
Scene-Based implementation of the MainLoop.
- void #notify_group( int call_flags, String group, int notification )
- void #set_group( int call_flags, String group, String property, var value )
- Array #get_nodes_in_group( String arg0 )
- Viewport #get_root(****) const
- void #set_auto_accept_quit( bool enabled )
- void #set_editor_hint( bool enable )
- bool #is_editor_hint(****) const
- void #set_pause( bool enable )
- bool #is_paused(****) const
- void #set_input_as_handled(****)
- int #get_node_count(****) const
- int #get_frame(****) const
- void #quit(****)
- void #queue_delete( Object obj )
- void #call_group( int flags, String group, String method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL )
- screen_resized**(****)**
- node_removed**(** Object node )
- tree_changed**(****)**
- GROUP_CALL_DEFAULT = 0 - Regular group call flag (no flags).
- GROUP_CALL_REVERSE = 1 - Call a group in inverse-scene order.
- GROUP_CALL_REALTIME = 2 - Call a group immediately (usually calls are delivered on idle).
- GROUP_CALL_UNIQUE = 4 - Call a group only once, even if call is performed many times.
Scene implementation of the MainLoop. All scenes edited using the editor are loaded with this main loop, which provides the base for the scene system.\
All group operations (get nodes, call, etc) is performed here. All nodes in a group can be called a specific functions, set a property or notified. This happens in scene-order.
== notify_group ==
- void #notify_group( int call_flags, String group, int notification ) \ Call a notification in all the nodes belonging to a given group. See GROUP_CALL_* enum for options. == set_group ==
- void #set_group( int call_flags, String group, String property, var value ) \ Set a property in all the nodes belonging to a given group. See GROUP_CALL_* enum for options. == get_nodes_in_group ==
- Array #get_nodes_in_group( String arg0 ) \ Get all the nods belonging to a given group. == set_auto_accept_quit ==
- void #set_auto_accept_quit( bool enabled ) \ Set to true if the application will quit automatically when quit is requested (Alt-f4 or ctrl-c). == set_editor_hint ==
- void #set_editor_hint( bool enable ) \ Set to true to tell nodes and the scene that it is being edited. This is used by editors, not release. == is_editor_hint ==
- bool #is_editor_hint(****) const \ Return true if the scene is being run inside an editor. == set_pause ==
- void #set_pause( bool enable ) \ Set pause. The built-in pause system is very basic and only meant to avoid processing nodes not allowed to work in pause mode. == is_paused ==
- bool #is_paused(****) const \ Return true if the scene is paused. == set_input_as_handled ==
- void #set_input_as_handled(****) \ Handle a current input event (avoid further processing of it). == get_frame ==
- int #get_frame(****) const \ Return the frame index (how many frames were drawn). == quit ==
- void #quit(****) \ Quit the application. == queue_delete ==
- void #queue_delete( Object obj ) \ Queue an object for deletion next time the loop goes idle. == call_group ==
- void #call_group( int flags, String group, String method, var arg0=NULL, var arg1=NULL, var arg2=NULL, var arg3=NULL, var arg4=NULL ) \ Call a function for all the nodes in a given group.