virtualx-engine/scene/2d/canvas_item.cpp

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/**************************************************************************/
/* canvas_item.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
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#include "canvas_item.h"
#include "core/message_queue.h"
#include "core/method_bind_ext.gen.inc"
#include "core/os/input.h"
#include "core/version.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/viewport.h"
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#include "scene/resources/font.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
#include "scene/scene_string_names.h"
#include "servers/visual/visual_server_constants.h"
#include "servers/visual/visual_server_raster.h"
#include "servers/visual_server.h"
Mutex CanvasItemMaterial::material_mutex;
SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
void CanvasItemMaterial::init_shaders() {
dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
shader_names = memnew(ShaderNames);
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
}
void CanvasItemMaterial::finish_shaders() {
memdelete(dirty_materials);
memdelete(shader_names);
dirty_materials = nullptr;
}
void CanvasItemMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key) {
return; //no update required in the end
}
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
code += "shader_type canvas_item;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
code += "blend_mix";
break;
case BLEND_MODE_ADD:
code += "blend_add";
break;
case BLEND_MODE_SUB:
code += "blend_sub";
break;
case BLEND_MODE_MUL:
code += "blend_mul";
break;
case BLEND_MODE_PREMULT_ALPHA:
code += "blend_premul_alpha";
break;
case BLEND_MODE_DISABLED:
code += "blend_disabled";
break;
}
switch (light_mode) {
case LIGHT_MODE_NORMAL:
break;
case LIGHT_MODE_UNSHADED:
code += ",unshaded";
break;
case LIGHT_MODE_LIGHT_ONLY:
code += ",light_only";
break;
}
code += ";\n";
if (particles_animation) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
code += "uniform bool particles_anim_loop;\n";
code += "void vertex() {\n";
code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
code += "\tVERTEX.xy /= vec2(h_frames, v_frames);\n";
code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
code += "\tif (!particles_anim_loop) {\n";
code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += "\t} else {\n";
code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
code += "\t}";
code += "\tUV /= vec2(h_frames, v_frames);\n";
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code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor((particle_frame + 0.5) / h_frames) / v_frames);\n";
code += "}\n";
}
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create();
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void CanvasItemMaterial::flush_changes() {
material_mutex.lock();
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
material_mutex.unlock();
}
void CanvasItemMaterial::_queue_shader_change() {
material_mutex.lock();
if (is_initialized && !element.in_list()) {
dirty_materials->add(&element);
}
material_mutex.unlock();
}
bool CanvasItemMaterial::_is_shader_dirty() const {
bool dirty = false;
material_mutex.lock();
dirty = element.in_list();
material_mutex.unlock();
return dirty;
}
void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
blend_mode = p_blend_mode;
_queue_shader_change();
}
CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
return blend_mode;
}
void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
light_mode = p_light_mode;
_queue_shader_change();
}
CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
return light_mode;
}
void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
particles_animation = p_particles_anim;
_queue_shader_change();
_change_notify();
}
bool CanvasItemMaterial::get_particles_animation() const {
return particles_animation;
}
void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int CanvasItemMaterial::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int CanvasItemMaterial::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool CanvasItemMaterial::get_particles_anim_loop() const {
return particles_anim_loop;
}
void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("particles_anim_") && !particles_animation) {
property.usage = 0;
}
}
RID CanvasItemMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
Shader::Mode CanvasItemMaterial::get_shader_mode() const {
return Shader::MODE_CANVAS_ITEM;
}
void CanvasItemMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,Premult Alpha"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
}
CanvasItemMaterial::CanvasItemMaterial() :
element(this) {
blend_mode = BLEND_MODE_MIX;
light_mode = LIGHT_MODE_NORMAL;
particles_animation = false;
set_particles_anim_h_frames(1);
set_particles_anim_v_frames(1);
set_particles_anim_loop(false);
current_key.key = 0;
current_key.invalid_key = 1;
is_initialized = true;
_queue_shader_change();
}
CanvasItemMaterial::~CanvasItemMaterial() {
material_mutex.lock();
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
material_mutex.unlock();
}
///////////////////////////////////////////////////////////////////
#ifdef TOOLS_ENABLED
bool CanvasItem::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
if (_edit_use_rect()) {
return _edit_get_rect().has_point(p_point);
} else {
return p_point.length() < p_tolerance;
}
}
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Transform2D CanvasItem::_edit_get_transform() const {
return Transform2D(_edit_get_rotation(), _edit_get_position() + _edit_get_pivot());
}
#endif
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bool CanvasItem::is_visible_in_tree() const {
if (!is_inside_tree()) {
return false;
}
const CanvasItem *p = this;
while (p) {
if (!p->visible) {
return false;
}
p = p->get_parent_item();
}
if (canvas_layer) {
return canvas_layer->is_visible();
}
return true;
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}
void CanvasItem::_toplevel_visibility_changed(bool p_visible) {
VisualServer::get_singleton()->canvas_item_set_visible(canvas_item, visible && p_visible);
if (visible) {
_propagate_visibility_changed(p_visible);
} else {
notification(NOTIFICATION_VISIBILITY_CHANGED);
}
}
void CanvasItem::_propagate_visibility_changed(bool p_visible) {
if (p_visible && first_draw) { //avoid propagating it twice
first_draw = false;
}
notification(NOTIFICATION_VISIBILITY_CHANGED);
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if (p_visible) {
update(); // Todo optimize.
} else {
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emit_signal(SceneStringNames::get_singleton()->hide);
}
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_block();
for (int i = 0; i < get_child_count(); i++) {
CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));
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if (c && c->visible && !c->toplevel) {
c->_propagate_visibility_changed(p_visible);
}
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}
_unblock();
}
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void CanvasItem::set_visible(bool p_visible) {
if (visible == p_visible) {
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return;
}
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visible = p_visible;
VisualServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible);
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if (!is_inside_tree()) {
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return;
}
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_propagate_visibility_changed(p_visible);
_change_notify("visible");
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}
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void CanvasItem::show() {
set_visible(true);
}
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void CanvasItem::hide() {
set_visible(false);
}
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bool CanvasItem::is_visible() const {
return visible;
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}
CanvasItem *CanvasItem::current_item_drawn = nullptr;
CanvasItem *CanvasItem::get_current_item_drawn() {
return current_item_drawn;
}
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void CanvasItem::_update_callback() {
if (!is_inside_tree()) {
pending_update = false;
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return;
}
VisualServer::get_singleton()->canvas_item_clear(get_canvas_item());
//todo updating = true - only allow drawing here
if (is_visible_in_tree()) { // Todo optimize this!!
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if (first_draw) {
notification(NOTIFICATION_VISIBILITY_CHANGED);
first_draw = false;
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}
drawing = true;
current_item_drawn = this;
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notification(NOTIFICATION_DRAW);
emit_signal(SceneStringNames::get_singleton()->draw);
if (get_script_instance()) {
get_script_instance()->call_multilevel_reversed(SceneStringNames::get_singleton()->_draw, nullptr, 0);
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}
current_item_drawn = nullptr;
drawing = false;
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}
//todo updating = false
pending_update = false; // don't change to false until finished drawing (avoid recursive update)
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}
Transform2D CanvasItem::get_global_transform_with_canvas() const {
if (canvas_layer) {
return canvas_layer->get_final_transform() * get_global_transform();
} else if (is_inside_tree()) {
return get_viewport()->get_canvas_transform() * get_global_transform();
} else {
return get_global_transform();
}
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}
Transform2D CanvasItem::get_global_transform() const {
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if (global_invalid) {
const CanvasItem *pi = get_parent_item();
if (pi) {
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global_transform = pi->get_global_transform() * get_transform();
} else {
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global_transform = get_transform();
}
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global_invalid = false;
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}
return global_transform;
}
// Same as get_global_transform() but no reset for `global_invalid`.
Transform2D CanvasItem::get_global_transform_const() const {
if (global_invalid) {
const CanvasItem *pi = get_parent_item();
if (pi) {
global_transform = pi->get_global_transform_const() * get_transform();
} else {
global_transform = get_transform();
}
}
return global_transform;
}
void CanvasItem::_toplevel_raise_self() {
if (!is_inside_tree()) {
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return;
}
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if (canvas_layer) {
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, canvas_layer->get_sort_index());
} else {
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_viewport()->gui_get_canvas_sort_index());
}
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}
void CanvasItem::_enter_canvas() {
if ((!Object::cast_to<CanvasItem>(get_parent())) || toplevel) {
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Node *n = this;
canvas_layer = nullptr;
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while (n) {
canvas_layer = Object::cast_to<CanvasLayer>(n);
if (canvas_layer) {
break;
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}
if (Object::cast_to<Viewport>(n)) {
break;
}
n = n->get_parent();
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}
RID canvas;
if (canvas_layer) {
canvas = canvas_layer->get_canvas();
} else {
canvas = get_viewport()->find_world_2d()->get_canvas();
}
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VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, canvas);
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canvas_group = "root_canvas" + itos(canvas.get_id());
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add_to_group(canvas_group);
if (canvas_layer) {
canvas_layer->reset_sort_index();
} else {
get_viewport()->gui_reset_canvas_sort_index();
}
get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE, canvas_group, "_toplevel_raise_self");
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} else {
CanvasItem *parent = get_parent_item();
canvas_layer = parent->canvas_layer;
VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, parent->get_canvas_item());
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
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}
pending_update = false;
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update();
notification(NOTIFICATION_ENTER_CANVAS);
}
void CanvasItem::_exit_canvas() {
notification(NOTIFICATION_EXIT_CANVAS, true); //reverse the notification
VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, RID());
canvas_layer = nullptr;
if (canvas_group != "") {
remove_from_group(canvas_group);
canvas_group = "";
}
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}
void CanvasItem::_physics_interpolated_changed() {
VisualServer::get_singleton()->canvas_item_set_interpolated(canvas_item, is_physics_interpolated());
}
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void CanvasItem::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
ERR_FAIL_COND(!is_inside_tree());
first_draw = true;
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Node *parent = get_parent();
if (parent) {
CanvasItem *ci = Object::cast_to<CanvasItem>(parent);
if (ci) {
C = ci->children_items.push_back(this);
}
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}
_enter_canvas();
if (!block_transform_notify && !xform_change.in_list()) {
get_tree()->xform_change_list.add(&xform_change);
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}
// If using physics interpolation, reset for this node only,
// as a helper, as in most cases, users will want items reset when
// adding to the tree.
// In cases where they move immediately after adding,
// there will be little cost in having two resets as these are cheap,
// and it is worth it for convenience.
// Do not propagate to children, as each child of an added branch
// receives its own NOTIFICATION_ENTER_TREE, and this would
// cause unnecessary duplicate resets.
if (is_physics_interpolated_and_enabled()) {
notification(NOTIFICATION_RESET_PHYSICS_INTERPOLATION);
}
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} break;
case NOTIFICATION_EXIT_TREE: {
if (xform_change.in_list()) {
get_tree()->xform_change_list.remove(&xform_change);
}
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_exit_canvas();
if (C) {
Object::cast_to<CanvasItem>(get_parent())->children_items.erase(C);
C = nullptr;
}
global_invalid = true;
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} break;
case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: {
if (is_visible_in_tree() && is_physics_interpolated()) {
VisualServer::get_singleton()->canvas_item_reset_physics_interpolation(canvas_item);
}
} break;
case NOTIFICATION_DRAW:
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case NOTIFICATION_TRANSFORM_CHANGED: {
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
emit_signal(SceneStringNames::get_singleton()->visibility_changed);
} break;
}
}
#ifdef DEV_ENABLED
void CanvasItem::_name_changed_notify() {
// Even in DEV builds, there is no point in calling this unless we are debugging
// canvas item names. Even calling the stub function will be expensive, as there
// are a lot of canvas items.
#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
VisualServer::get_singleton()->canvas_item_set_name(canvas_item, get_name());
#endif
}
#endif
void CanvasItem::update_draw_order() {
if (!is_inside_tree()) {
return;
}
if (canvas_group != "") {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE, canvas_group, "_toplevel_raise_self");
} else {
CanvasItem *p = get_parent_item();
ERR_FAIL_NULL(p);
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
}
}
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void CanvasItem::update() {
if (!is_inside_tree()) {
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return;
}
if (pending_update) {
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return;
}
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pending_update = true;
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MessageQueue::get_singleton()->push_call(this, "_update_callback");
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}
void CanvasItem::set_modulate(const Color &p_modulate) {
if (modulate == p_modulate) {
return;
}
modulate = p_modulate;
VisualServer::get_singleton()->canvas_item_set_modulate(canvas_item, modulate);
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}
Color CanvasItem::get_modulate() const {
return modulate;
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}
void CanvasItem::set_as_toplevel(bool p_toplevel) {
if (toplevel == p_toplevel) {
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return;
}
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if (!is_inside_tree()) {
toplevel = p_toplevel;
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return;
}
_exit_canvas();
toplevel = p_toplevel;
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_enter_canvas();
_notify_transform();
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}
bool CanvasItem::is_set_as_toplevel() const {
return toplevel;
}
CanvasItem *CanvasItem::get_parent_item() const {
if (toplevel) {
return nullptr;
}
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return Object::cast_to<CanvasItem>(get_parent());
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}
void CanvasItem::set_self_modulate(const Color &p_self_modulate) {
if (self_modulate == p_self_modulate) {
return;
}
self_modulate = p_self_modulate;
VisualServer::get_singleton()->canvas_item_set_self_modulate(canvas_item, self_modulate);
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}
Color CanvasItem::get_self_modulate() const {
return self_modulate;
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}
void CanvasItem::set_light_mask(int p_light_mask) {
if (light_mask == p_light_mask) {
return;
}
light_mask = p_light_mask;
VS::get_singleton()->canvas_item_set_light_mask(canvas_item, p_light_mask);
}
int CanvasItem::get_light_mask() const {
return light_mask;
}
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void CanvasItem::set_canvas_item_use_identity_transform(bool p_enable) {
// Prevent sending item transforms to VisualServer when using global coords.
_set_use_identity_transform(p_enable);
// Let VisualServer know not to concatenate the parent transform during the render.
VisualServer::get_singleton()->canvas_item_set_use_identity_transform(get_canvas_item(), p_enable);
if (is_inside_tree()) {
if (p_enable) {
// Make sure item is using identity transform in server.
VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), Transform2D());
} else {
// Make sure item transform is up to date in server if switching identity transform off.
VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), get_transform());
}
}
}
void CanvasItem::item_rect_changed(bool p_size_changed) {
if (p_size_changed) {
update();
}
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emit_signal(SceneStringNames::get_singleton()->item_rect_changed);
}
void CanvasItem::draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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VisualServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width, p_antialiased);
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}
void CanvasItem::draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
Vector<Color> colors;
colors.push_back(p_color);
VisualServer::get_singleton()->canvas_item_add_polyline(canvas_item, p_points, colors, p_width, p_antialiased);
}
void CanvasItem::draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_polyline(canvas_item, p_points, p_colors, p_width, p_antialiased);
}
void CanvasItem::draw_arc(const Vector2 &p_center, float p_radius, float p_start_angle, float p_end_angle, int p_point_count, const Color &p_color, float p_width, bool p_antialiased) {
Vector<Point2> points;
points.resize(p_point_count);
const float delta_angle = p_end_angle - p_start_angle;
for (int i = 0; i < p_point_count; i++) {
float theta = (i / (p_point_count - 1.0f)) * delta_angle + p_start_angle;
points.set(i, p_center + Vector2(Math::cos(theta), Math::sin(theta)) * p_radius);
}
draw_polyline(points, p_color, p_width, p_antialiased);
}
void CanvasItem::draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
Vector<Color> colors;
colors.push_back(p_color);
VisualServer::get_singleton()->canvas_item_add_multiline(canvas_item, p_points, colors, p_width, p_antialiased);
}
void CanvasItem::draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_multiline(canvas_item, p_points, p_colors, p_width, p_antialiased);
}
void CanvasItem::draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled, float p_width, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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if (p_filled) {
if (p_width != 1.0) {
WARN_PRINT("The draw_rect() \"width\" argument has no effect when \"filled\" is \"true\".");
}
if (p_antialiased) {
WARN_PRINT("The draw_rect() \"antialiased\" argument has no effect when \"filled\" is \"true\".");
}
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VisualServer::get_singleton()->canvas_item_add_rect(canvas_item, p_rect, p_color);
} else {
// Thick lines are offset depending on their width to avoid partial overlapping.
// Thin lines don't require an offset, so don't apply one in this case
float offset;
if (p_width >= 2) {
offset = p_width / 2.0;
} else {
offset = 0.0;
}
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(-offset, 0),
p_rect.position + Size2(p_rect.size.width + offset, 0),
p_color,
p_width,
p_antialiased);
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(p_rect.size.width, offset),
p_rect.position + Size2(p_rect.size.width, p_rect.size.height - offset),
p_color,
p_width,
p_antialiased);
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(p_rect.size.width + offset, p_rect.size.height),
p_rect.position + Size2(-offset, p_rect.size.height),
p_color,
p_width,
p_antialiased);
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(0, p_rect.size.height - offset),
p_rect.position + Size2(0, offset),
p_color,
p_width,
p_antialiased);
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}
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}
void CanvasItem::draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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VisualServer::get_singleton()->canvas_item_add_circle(canvas_item, p_pos, p_radius, p_color);
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}
void CanvasItem::draw_texture(const Ref<Texture> &p_texture, const Point2 &p_pos, const Color &p_modulate, const Ref<Texture> &p_normal_map) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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ERR_FAIL_COND(p_texture.is_null());
p_texture->draw(canvas_item, p_pos, p_modulate, false, p_normal_map);
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}
void CanvasItem::draw_texture_rect(const Ref<Texture> &p_texture, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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ERR_FAIL_COND(p_texture.is_null());
p_texture->draw_rect(canvas_item, p_rect, p_tile, p_modulate, p_transpose, p_normal_map);
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}
void CanvasItem::draw_texture_rect_region(const Ref<Texture> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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ERR_FAIL_COND(p_texture.is_null());
p_texture->draw_rect_region(canvas_item, p_rect, p_src_rect, p_modulate, p_transpose, p_normal_map, p_clip_uv);
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}
void CanvasItem::draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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ERR_FAIL_COND(p_style_box.is_null());
p_style_box->draw(canvas_item, p_rect);
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}
void CanvasItem::draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture> p_texture, float p_width, const Ref<Texture> &p_normal_map) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID rid_normal = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
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VisualServer::get_singleton()->canvas_item_add_primitive(canvas_item, p_points, p_colors, p_uvs, rid, p_width, rid_normal);
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}
void CanvasItem::draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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Transform2D xform(p_rot, p_offset);
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xform.scale_basis(p_scale);
VisualServer::get_singleton()->canvas_item_add_set_transform(canvas_item, xform);
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}
void CanvasItem::draw_set_transform_matrix(const Transform2D &p_matrix) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_set_transform(canvas_item, p_matrix);
}
void CanvasItem::draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture> p_texture, const Ref<Texture> &p_normal_map, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID rid_normal = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
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VisualServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, p_colors, p_uvs, rid, rid_normal, p_antialiased);
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}
void CanvasItem::draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs, Ref<Texture> p_texture, const Ref<Texture> &p_normal_map, bool p_antialiased) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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Vector<Color> colors;
colors.push_back(p_color);
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID rid_normal = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
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VisualServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, colors, p_uvs, rid, rid_normal, p_antialiased);
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}
void CanvasItem::draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture> &p_texture, const Ref<Texture> &p_normal_map, const Transform2D &p_transform, const Color &p_modulate) {
ERR_FAIL_COND(p_mesh.is_null());
RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID normal_map_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_mesh(canvas_item, p_mesh->get_rid(), p_transform, p_modulate, texture_rid, normal_map_rid);
}
void CanvasItem::draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture> &p_texture, const Ref<Texture> &p_normal_map) {
ERR_FAIL_COND(p_multimesh.is_null());
RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID normal_map_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_multimesh(canvas_item, p_multimesh->get_rid(), texture_rid, normal_map_rid);
}
void CanvasItem::select_font(const Ref<Font> &p_font) {
// Purely to keep canvas item SDF state up to date for now.
bool new_font_sdf_selected = p_font.is_valid() && p_font->is_distance_field_hint();
if (font_sdf_selected != new_font_sdf_selected) {
ERR_FAIL_COND(!get_canvas_item().is_valid());
font_sdf_selected = new_font_sdf_selected;
VisualServer::get_singleton()->canvas_item_set_distance_field_mode(get_canvas_item(), font_sdf_selected);
}
}
void CanvasItem::draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate, int p_clip_w) {
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ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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ERR_FAIL_COND(p_font.is_null());
p_font->draw(canvas_item, p_pos, p_text, p_modulate, p_clip_w);
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}
float CanvasItem::draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next, const Color &p_modulate) {
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ERR_FAIL_COND_V_MSG(!drawing, 0, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
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ERR_FAIL_COND_V(p_char.length() != 1, 0);
ERR_FAIL_COND_V(p_font.is_null(), 0);
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if (p_font->has_outline()) {
p_font->draw_char(canvas_item, p_pos, p_char[0], p_next.c_str()[0], Color(1, 1, 1), true);
}
return p_font->draw_char(canvas_item, p_pos, p_char[0], p_next.c_str()[0], p_modulate);
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}
void CanvasItem::_notify_transform(CanvasItem *p_node) {
/* This check exists to avoid re-propagating the transform
* notification down the tree on dirty nodes. It provides
* optimization by avoiding redundancy (nodes are dirty, will get the
* notification anyway).
*/
if (/*p_node->xform_change.in_list() &&*/ p_node->global_invalid) {
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return; //nothing to do
}
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p_node->global_invalid = true;
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if (p_node->notify_transform && !p_node->xform_change.in_list()) {
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if (!p_node->block_transform_notify) {
if (p_node->is_inside_tree()) {
get_tree()->xform_change_list.add(&p_node->xform_change);
}
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}
}
for (List<CanvasItem *>::Element *E = p_node->children_items.front(); E; E = E->next()) {
CanvasItem *ci = E->get();
if (ci->toplevel) {
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continue;
}
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_notify_transform(ci);
}
}
Rect2 CanvasItem::get_viewport_rect() const {
ERR_FAIL_COND_V(!is_inside_tree(), Rect2());
return get_viewport()->get_visible_rect();
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}
RID CanvasItem::get_canvas() const {
ERR_FAIL_COND_V(!is_inside_tree(), RID());
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if (canvas_layer) {
return canvas_layer->get_canvas();
} else {
return get_viewport()->find_world_2d()->get_canvas();
}
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}
ObjectID CanvasItem::get_canvas_layer_instance_id() const {
if (canvas_layer) {
return canvas_layer->get_instance_id();
} else {
return 0;
}
}
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CanvasItem *CanvasItem::get_toplevel() const {
CanvasItem *ci = const_cast<CanvasItem *>(this);
while (!ci->toplevel && Object::cast_to<CanvasItem>(ci->get_parent())) {
ci = Object::cast_to<CanvasItem>(ci->get_parent());
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}
return ci;
}
Ref<World2D> CanvasItem::get_world_2d() const {
ERR_FAIL_COND_V(!is_inside_tree(), Ref<World2D>());
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CanvasItem *tl = get_toplevel();
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if (tl->get_viewport()) {
return tl->get_viewport()->find_world_2d();
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} else {
return Ref<World2D>();
}
}
RID CanvasItem::get_viewport_rid() const {
ERR_FAIL_COND_V(!is_inside_tree(), RID());
return get_viewport()->get_viewport_rid();
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}
void CanvasItem::set_block_transform_notify(bool p_enable) {
block_transform_notify = p_enable;
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}
bool CanvasItem::is_block_transform_notify_enabled() const {
return block_transform_notify;
}
void CanvasItem::set_draw_behind_parent(bool p_enable) {
if (behind == p_enable) {
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return;
}
behind = p_enable;
VisualServer::get_singleton()->canvas_item_set_draw_behind_parent(canvas_item, behind);
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}
bool CanvasItem::is_draw_behind_parent_enabled() const {
return behind;
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}
void CanvasItem::set_material(const Ref<Material> &p_material) {
material = p_material;
RID rid;
if (material.is_valid()) {
rid = material->get_rid();
}
VS::get_singleton()->canvas_item_set_material(canvas_item, rid);
_change_notify(); //properties for material exposed
}
void CanvasItem::set_use_parent_material(bool p_use_parent_material) {
use_parent_material = p_use_parent_material;
VS::get_singleton()->canvas_item_set_use_parent_material(canvas_item, p_use_parent_material);
}
bool CanvasItem::get_use_parent_material() const {
return use_parent_material;
}
Ref<Material> CanvasItem::get_material() const {
return material;
}
Vector2 CanvasItem::make_canvas_position_local(const Vector2 &screen_point) const {
ERR_FAIL_COND_V(!is_inside_tree(), screen_point);
Transform2D local_matrix = (get_canvas_transform() * get_global_transform()).affine_inverse();
return local_matrix.xform(screen_point);
}
Ref<InputEvent> CanvasItem::make_input_local(const Ref<InputEvent> &p_event) const {
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ERR_FAIL_COND_V(p_event.is_null(), p_event);
ERR_FAIL_COND_V(!is_inside_tree(), p_event);
return p_event->xformed_by((get_canvas_transform() * get_global_transform()).affine_inverse());
}
Vector2 CanvasItem::get_global_mouse_position() const {
ERR_FAIL_COND_V(!get_viewport(), Vector2());
return get_canvas_transform().affine_inverse().xform(get_viewport()->get_mouse_position());
}
Vector2 CanvasItem::get_local_mouse_position() const {
ERR_FAIL_COND_V(!get_viewport(), Vector2());
return get_global_transform().affine_inverse().xform(get_global_mouse_position());
}
void CanvasItem::force_update_transform() {
ERR_FAIL_COND(!is_inside_tree());
if (!xform_change.in_list()) {
return;
}
get_tree()->xform_change_list.remove(&xform_change);
notification(NOTIFICATION_TRANSFORM_CHANGED);
}
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void CanvasItem::_bind_methods() {
ClassDB::bind_method(D_METHOD("_toplevel_visibility_changed", "visible"), &CanvasItem::_toplevel_visibility_changed);
ClassDB::bind_method(D_METHOD("_toplevel_raise_self"), &CanvasItem::_toplevel_raise_self);
ClassDB::bind_method(D_METHOD("_update_callback"), &CanvasItem::_update_callback);
#ifdef TOOLS_ENABLED
ClassDB::bind_method(D_METHOD("_edit_set_state", "state"), &CanvasItem::_edit_set_state);
ClassDB::bind_method(D_METHOD("_edit_get_state"), &CanvasItem::_edit_get_state);
ClassDB::bind_method(D_METHOD("_edit_set_position", "position"), &CanvasItem::_edit_set_position);
ClassDB::bind_method(D_METHOD("_edit_get_position"), &CanvasItem::_edit_get_position);
ClassDB::bind_method(D_METHOD("_edit_set_scale", "scale"), &CanvasItem::_edit_set_scale);
ClassDB::bind_method(D_METHOD("_edit_get_scale"), &CanvasItem::_edit_get_scale);
ClassDB::bind_method(D_METHOD("_edit_set_rect", "rect"), &CanvasItem::_edit_set_rect);
ClassDB::bind_method(D_METHOD("_edit_get_rect"), &CanvasItem::_edit_get_rect);
ClassDB::bind_method(D_METHOD("_edit_use_rect"), &CanvasItem::_edit_use_rect);
ClassDB::bind_method(D_METHOD("_edit_set_rotation", "degrees"), &CanvasItem::_edit_set_rotation);
ClassDB::bind_method(D_METHOD("_edit_get_rotation"), &CanvasItem::_edit_get_rotation);
ClassDB::bind_method(D_METHOD("_edit_use_rotation"), &CanvasItem::_edit_use_rotation);
ClassDB::bind_method(D_METHOD("_edit_set_pivot", "pivot"), &CanvasItem::_edit_set_pivot);
ClassDB::bind_method(D_METHOD("_edit_get_pivot"), &CanvasItem::_edit_get_pivot);
ClassDB::bind_method(D_METHOD("_edit_use_pivot"), &CanvasItem::_edit_use_pivot);
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ClassDB::bind_method(D_METHOD("_edit_get_transform"), &CanvasItem::_edit_get_transform);
#endif
ClassDB::bind_method(D_METHOD("get_canvas_item"), &CanvasItem::get_canvas_item);
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ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasItem::set_visible);
ClassDB::bind_method(D_METHOD("is_visible"), &CanvasItem::is_visible);
ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &CanvasItem::is_visible_in_tree);
ClassDB::bind_method(D_METHOD("show"), &CanvasItem::show);
ClassDB::bind_method(D_METHOD("hide"), &CanvasItem::hide);
ClassDB::bind_method(D_METHOD("update"), &CanvasItem::update);
ClassDB::bind_method(D_METHOD("set_as_toplevel", "enable"), &CanvasItem::set_as_toplevel);
ClassDB::bind_method(D_METHOD("is_set_as_toplevel"), &CanvasItem::is_set_as_toplevel);
ClassDB::bind_method(D_METHOD("set_light_mask", "light_mask"), &CanvasItem::set_light_mask);
ClassDB::bind_method(D_METHOD("get_light_mask"), &CanvasItem::get_light_mask);
ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &CanvasItem::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &CanvasItem::get_modulate);
ClassDB::bind_method(D_METHOD("set_self_modulate", "self_modulate"), &CanvasItem::set_self_modulate);
ClassDB::bind_method(D_METHOD("get_self_modulate"), &CanvasItem::get_self_modulate);
ClassDB::bind_method(D_METHOD("set_draw_behind_parent", "enable"), &CanvasItem::set_draw_behind_parent);
ClassDB::bind_method(D_METHOD("is_draw_behind_parent_enabled"), &CanvasItem::is_draw_behind_parent_enabled);
ClassDB::bind_method(D_METHOD("_set_on_top", "on_top"), &CanvasItem::_set_on_top);
ClassDB::bind_method(D_METHOD("_is_on_top"), &CanvasItem::_is_on_top);
//ClassDB::bind_method(D_METHOD("get_transform"),&CanvasItem::get_transform);
ClassDB::bind_method(D_METHOD("draw_line", "from", "to", "color", "width", "antialiased"), &CanvasItem::draw_line, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_polyline", "points", "color", "width", "antialiased"), &CanvasItem::draw_polyline, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_polyline_colors", "points", "colors", "width", "antialiased"), &CanvasItem::draw_polyline_colors, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_arc", "center", "radius", "start_angle", "end_angle", "point_count", "color", "width", "antialiased"), &CanvasItem::draw_arc, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_multiline", "points", "color", "width", "antialiased"), &CanvasItem::draw_multiline, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_multiline_colors", "points", "colors", "width", "antialiased"), &CanvasItem::draw_multiline_colors, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_rect", "rect", "color", "filled", "width", "antialiased"), &CanvasItem::draw_rect, DEFVAL(true), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_circle", "position", "radius", "color"), &CanvasItem::draw_circle);
ClassDB::bind_method(D_METHOD("draw_texture", "texture", "position", "modulate", "normal_map"), &CanvasItem::draw_texture, DEFVAL(Color(1, 1, 1, 1)), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("draw_texture_rect", "texture", "rect", "tile", "modulate", "transpose", "normal_map"), &CanvasItem::draw_texture_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("draw_texture_rect_region", "texture", "rect", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &CanvasItem::draw_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(true));
ClassDB::bind_method(D_METHOD("draw_style_box", "style_box", "rect"), &CanvasItem::draw_style_box);
ClassDB::bind_method(D_METHOD("draw_primitive", "points", "colors", "uvs", "texture", "width", "normal_map"), &CanvasItem::draw_primitive, DEFVAL(Variant()), DEFVAL(1.0), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("draw_polygon", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &CanvasItem::draw_polygon, DEFVAL(PoolVector2Array()), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_colored_polygon", "points", "color", "uvs", "texture", "normal_map", "antialiased"), &CanvasItem::draw_colored_polygon, DEFVAL(PoolVector2Array()), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_string", "font", "position", "text", "modulate", "clip_w"), &CanvasItem::draw_string, DEFVAL(Color(1, 1, 1)), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("draw_char", "font", "position", "char", "next", "modulate"), &CanvasItem::draw_char, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_mesh", "mesh", "texture", "normal_map", "transform", "modulate"), &CanvasItem::draw_mesh, DEFVAL(Ref<Texture>()), DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_multimesh", "multimesh", "texture", "normal_map"), &CanvasItem::draw_multimesh, DEFVAL(Ref<Texture>()));
ClassDB::bind_method(D_METHOD("draw_set_transform", "position", "rotation", "scale"), &CanvasItem::draw_set_transform);
ClassDB::bind_method(D_METHOD("draw_set_transform_matrix", "xform"), &CanvasItem::draw_set_transform_matrix);
ClassDB::bind_method(D_METHOD("get_transform"), &CanvasItem::get_transform);
ClassDB::bind_method(D_METHOD("get_global_transform"), &CanvasItem::get_global_transform);
ClassDB::bind_method(D_METHOD("get_global_transform_with_canvas"), &CanvasItem::get_global_transform_with_canvas);
ClassDB::bind_method(D_METHOD("get_viewport_transform"), &CanvasItem::get_viewport_transform);
ClassDB::bind_method(D_METHOD("get_viewport_rect"), &CanvasItem::get_viewport_rect);
ClassDB::bind_method(D_METHOD("get_canvas_transform"), &CanvasItem::get_canvas_transform);
ClassDB::bind_method(D_METHOD("get_local_mouse_position"), &CanvasItem::get_local_mouse_position);
ClassDB::bind_method(D_METHOD("get_global_mouse_position"), &CanvasItem::get_global_mouse_position);
ClassDB::bind_method(D_METHOD("get_canvas"), &CanvasItem::get_canvas);
ClassDB::bind_method(D_METHOD("get_world_2d"), &CanvasItem::get_world_2d);
//ClassDB::bind_method(D_METHOD("get_viewport"),&CanvasItem::get_viewport);
ClassDB::bind_method(D_METHOD("set_material", "material"), &CanvasItem::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &CanvasItem::get_material);
ClassDB::bind_method(D_METHOD("set_use_parent_material", "enable"), &CanvasItem::set_use_parent_material);
ClassDB::bind_method(D_METHOD("get_use_parent_material"), &CanvasItem::get_use_parent_material);
ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &CanvasItem::set_notify_local_transform);
ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &CanvasItem::is_local_transform_notification_enabled);
ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &CanvasItem::set_notify_transform);
ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &CanvasItem::is_transform_notification_enabled);
ClassDB::bind_method(D_METHOD("force_update_transform"), &CanvasItem::force_update_transform);
ClassDB::bind_method(D_METHOD("make_canvas_position_local", "screen_point"), &CanvasItem::make_canvas_position_local);
ClassDB::bind_method(D_METHOD("make_input_local", "event"), &CanvasItem::make_input_local);
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BIND_VMETHOD(MethodInfo("_draw"));
ADD_GROUP("Visibility", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "self_modulate"), "set_self_modulate", "get_self_modulate");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_behind_parent"), "set_draw_behind_parent", "is_draw_behind_parent_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_on_top", PROPERTY_HINT_NONE, "", 0), "_set_on_top", "_is_on_top"); //compatibility
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_light_mask", "get_light_mask");
ADD_GROUP("Material", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_parent_material"), "set_use_parent_material", "get_use_parent_material");
//exporting these things doesn't really make much sense i think
// ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toplevel", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_as_toplevel", "is_set_as_toplevel");
// ADD_PROPERTY(PropertyInfo(Variant::BOOL,"transform/notify"),"set_transform_notify","is_transform_notify_enabled");
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ADD_SIGNAL(MethodInfo("draw"));
ADD_SIGNAL(MethodInfo("visibility_changed"));
ADD_SIGNAL(MethodInfo("hide"));
ADD_SIGNAL(MethodInfo("item_rect_changed"));
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BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
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BIND_ENUM_CONSTANT(BLEND_MODE_DISABLED);
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BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED);
BIND_CONSTANT(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
BIND_CONSTANT(NOTIFICATION_DRAW);
BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
BIND_CONSTANT(NOTIFICATION_ENTER_CANVAS);
BIND_CONSTANT(NOTIFICATION_EXIT_CANVAS);
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}
Transform2D CanvasItem::get_canvas_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
if (canvas_layer) {
return canvas_layer->get_final_transform();
} else if (Object::cast_to<CanvasItem>(get_parent())) {
return Object::cast_to<CanvasItem>(get_parent())->get_canvas_transform();
} else {
return get_viewport()->get_canvas_transform();
}
}
Transform2D CanvasItem::get_viewport_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
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if (canvas_layer) {
if (get_viewport()) {
return get_viewport()->get_final_transform() * canvas_layer->get_final_transform();
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} else {
return canvas_layer->get_final_transform();
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}
} else {
return get_viewport()->get_final_transform() * get_viewport()->get_canvas_transform();
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}
}
void CanvasItem::set_notify_local_transform(bool p_enable) {
notify_local_transform = p_enable;
}
bool CanvasItem::is_local_transform_notification_enabled() const {
return notify_local_transform;
}
void CanvasItem::set_notify_transform(bool p_enable) {
if (notify_transform == p_enable) {
return;
}
notify_transform = p_enable;
if (notify_transform && is_inside_tree()) {
//this ensures that invalid globals get resolved, so notifications can be received
_ALLOW_DISCARD_ get_global_transform();
}
}
bool CanvasItem::is_transform_notification_enabled() const {
return notify_transform;
}
int CanvasItem::get_canvas_layer() const {
if (canvas_layer) {
return canvas_layer->get_layer();
} else {
return 0;
}
}
CanvasItem::CanvasItem() :
xform_change(this) {
canvas_item = RID_PRIME(VisualServer::get_singleton()->canvas_item_create());
visible = true;
pending_update = false;
modulate = Color(1, 1, 1, 1);
self_modulate = Color(1, 1, 1, 1);
toplevel = false;
first_draw = false;
drawing = false;
behind = false;
block_transform_notify = false;
//viewport=NULL;
canvas_layer = nullptr;
use_parent_material = false;
global_invalid = true;
notify_local_transform = false;
notify_transform = false;
font_sdf_selected = false;
light_mask = 1;
C = nullptr;
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}
CanvasItem::~CanvasItem() {
VisualServer::get_singleton()->free(canvas_item);
}