virtualx-engine/scene/main/viewport.h

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/*************************************************************************/
/* viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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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#ifndef VIEWPORT_H
#define VIEWPORT_H
#include "core/math/transform_2d.h"
#include "scene/main/node.h"
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#include "scene/resources/texture.h"
#include "scene/resources/world_2d.h"
#include "servers/display_server.h"
#include "servers/visual_server.h"
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class Camera3D;
class Camera2D;
class Listener3D;
class Control;
class CanvasItem;
class CanvasLayer;
class Panel;
class Label;
class Timer;
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class Viewport;
class CollisionObject3D;
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class ViewportTexture : public Texture2D {
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GDCLASS(ViewportTexture, Texture2D);
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NodePath path;
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friend class Viewport;
Viewport *vp;
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mutable RID proxy_ph;
mutable RID proxy;
protected:
static void _bind_methods();
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public:
void set_viewport_path_in_scene(const NodePath &p_path);
NodePath get_viewport_path_in_scene() const;
virtual void setup_local_to_scene();
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virtual int get_width() const;
virtual int get_height() const;
virtual Size2 get_size() const;
virtual RID get_rid() const;
virtual bool has_alpha() const;
virtual Ref<Image> get_data() const;
ViewportTexture();
~ViewportTexture();
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};
class Viewport : public Node {
GDCLASS(Viewport, Node);
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public:
enum ShadowAtlasQuadrantSubdiv {
SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
SHADOW_ATLAS_QUADRANT_SUBDIV_1,
SHADOW_ATLAS_QUADRANT_SUBDIV_4,
SHADOW_ATLAS_QUADRANT_SUBDIV_16,
SHADOW_ATLAS_QUADRANT_SUBDIV_64,
SHADOW_ATLAS_QUADRANT_SUBDIV_256,
SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
};
enum MSAA {
MSAA_DISABLED,
MSAA_2X,
MSAA_4X,
MSAA_8X,
MSAA_16X,
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};
enum RenderInfo {
RENDER_INFO_OBJECTS_IN_FRAME,
RENDER_INFO_VERTICES_IN_FRAME,
RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
RENDER_INFO_SHADER_CHANGES_IN_FRAME,
RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
RENDER_INFO_DRAW_CALLS_IN_FRAME,
RENDER_INFO_MAX
};
enum DebugDraw {
DEBUG_DRAW_DISABLED,
DEBUG_DRAW_UNSHADED,
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DEBUG_DRAW_LIGHTING,
DEBUG_DRAW_OVERDRAW,
DEBUG_DRAW_WIREFRAME,
DEBUG_DRAW_NORMAL_BUFFER,
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DEBUG_DRAW_GI_PROBE_ALBEDO,
DEBUG_DRAW_GI_PROBE_LIGHTING,
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DEBUG_DRAW_GI_PROBE_EMISSION,
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DEBUG_DRAW_SHADOW_ATLAS,
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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DEBUG_DRAW_SCENE_LUMINANCE,
DEBUG_DRAW_SSAO,
DEBUG_DRAW_ROUGHNESS_LIMITER
};
enum DefaultCanvasItemTextureFilter {
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX
};
enum DefaultCanvasItemTextureRepeat {
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX,
};
enum {
SUBWINDOW_CANVAS_LAYER = 1024
};
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private:
friend class ViewportTexture;
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Viewport *parent;
Listener3D *listener;
Set<Listener3D *> listeners;
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struct CameraOverrideData {
Transform transform;
enum Projection {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL
};
Projection projection;
float fov;
float size;
float z_near;
float z_far;
RID rid;
operator bool() const {
return rid != RID();
}
} camera_override;
Camera3D *camera;
Set<Camera3D *> cameras;
Set<CanvasLayer *> canvas_layers;
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RID viewport;
RID current_canvas;
RID subwindow_canvas;
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bool audio_listener;
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RID internal_listener;
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bool audio_listener_2d;
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RID internal_listener_2d;
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bool override_canvas_transform;
Transform2D canvas_transform_override;
Transform2D canvas_transform;
Transform2D global_canvas_transform;
Transform2D stretch_transform;
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Size2i size;
Size2i size_override;
bool size_allocated;
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RID contact_2d_debug;
RID contact_3d_debug_multimesh;
RID contact_3d_debug_instance;
Rect2 last_vp_rect;
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bool transparent_bg;
bool filter;
bool gen_mipmaps;
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bool snap_controls_to_pixels;
bool physics_object_picking;
List<Ref<InputEvent>> physics_picking_events;
ObjectID physics_object_capture;
ObjectID physics_object_over;
Transform physics_last_object_transform;
Transform physics_last_camera_transform;
ObjectID physics_last_id;
bool physics_has_last_mousepos;
Vector2 physics_last_mousepos;
struct {
bool alt;
bool control;
bool shift;
bool meta;
int mouse_mask;
} physics_last_mouse_state;
void _collision_object_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
bool handle_input_locally;
bool local_input_handled;
Map<ObjectID, uint64_t> physics_2d_mouseover;
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Ref<World2D> world_2d;
Ref<World> world;
Ref<World> own_world;
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Rect2i to_screen_rect;
StringName input_group;
StringName gui_input_group;
StringName unhandled_input_group;
StringName unhandled_key_input_group;
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void _update_listener();
void _update_listener_2d();
void _propagate_enter_world(Node *p_node);
void _propagate_exit_world(Node *p_node);
void _propagate_viewport_notification(Node *p_node, int p_what);
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void _update_global_transform();
RID texture_rid;
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DebugDraw debug_draw;
int shadow_atlas_size;
ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
MSAA msaa;
Ref<ViewportTexture> default_texture;
Set<ViewportTexture *> viewport_textures;
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enum SubWindowDrag {
SUB_WINDOW_DRAG_DISABLED,
SUB_WINDOW_DRAG_MOVE,
SUB_WINDOW_DRAG_CLOSE,
SUB_WINDOW_DRAG_RESIZE,
};
enum SubWindowResize {
SUB_WINDOW_RESIZE_DISABLED,
SUB_WINDOW_RESIZE_TOP_LEFT,
SUB_WINDOW_RESIZE_TOP,
SUB_WINDOW_RESIZE_TOP_RIGHT,
SUB_WINDOW_RESIZE_LEFT,
SUB_WINDOW_RESIZE_RIGHT,
SUB_WINDOW_RESIZE_BOTTOM_LEFT,
SUB_WINDOW_RESIZE_BOTTOM,
SUB_WINDOW_RESIZE_BOTTOM_RIGHT,
SUB_WINDOW_RESIZE_MAX
};
struct SubWindow {
Window *window;
RID canvas_item;
};
struct GUI {
// info used when this is a window
bool forced_mouse_focus; //used for menu buttons
bool key_event_accepted;
Control *mouse_focus;
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Control *last_mouse_focus;
Control *mouse_click_grabber;
int mouse_focus_mask;
Control *key_focus;
Control *mouse_over;
Control *drag_mouse_over;
Vector2 drag_mouse_over_pos;
Control *tooltip;
Window *tooltip_popup;
Label *tooltip_label;
Point2 tooltip_pos;
Point2 last_mouse_pos;
Point2 drag_accum;
bool drag_attempted;
Variant drag_data;
Control *drag_preview;
float tooltip_timer;
float tooltip_delay;
Transform2D focus_inv_xform;
bool roots_order_dirty;
List<Control *> roots;
int canvas_sort_index; //for sorting items with canvas as root
bool dragging;
bool embed_subwindows_hint;
bool embedding_subwindows;
Window *subwindow_focused;
SubWindowDrag subwindow_drag;
Vector2 subwindow_drag_from;
Vector2 subwindow_drag_pos;
Rect2i subwindow_drag_close_rect;
bool subwindow_drag_close_inside;
SubWindowResize subwindow_resize_mode;
Rect2i subwindow_resize_from_rect;
Vector<SubWindow> sub_windows;
GUI();
} gui;
DefaultCanvasItemTextureFilter default_canvas_item_texture_filter;
DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat;
void _propagate_update_default_filter(Node *p_node);
void _propagate_update_default_repeat(Node *p_node);
bool disable_input;
void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
void _gui_call_notification(Control *p_control, int p_what);
void _gui_sort_roots();
Control *_gui_find_control(const Point2 &p_global);
Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
void _gui_input_event(Ref<InputEvent> p_event);
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void update_worlds();
_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
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Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
friend class Control;
List<Control *>::Element *_gui_add_root_control(Control *p_control);
void _gui_remove_root_control(List<Control *>::Element *RI);
String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_which = NULL);
void _gui_cancel_tooltip();
void _gui_show_tooltip();
void _gui_remove_control(Control *p_control);
void _gui_hid_control(Control *p_control);
void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
void _gui_set_drag_preview(Control *p_base, Control *p_control);
void _gui_remove_focus();
void _gui_unfocus_control(Control *p_control);
bool _gui_control_has_focus(const Control *p_control);
void _gui_control_grab_focus(Control *p_control);
void _gui_grab_click_focus(Control *p_control);
void _post_gui_grab_click_focus();
void _gui_accept_event();
Control *_gui_get_focus_owner();
bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
friend class Listener3D;
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void _listener_transform_changed_notify();
void _listener_set(Listener3D *p_listener);
bool _listener_add(Listener3D *p_listener); //true if first
void _listener_remove(Listener3D *p_listener);
void _listener_make_next_current(Listener3D *p_exclude);
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friend class Camera3D;
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void _camera_transform_changed_notify();
void _camera_set(Camera3D *p_camera);
bool _camera_add(Camera3D *p_camera); //true if first
void _camera_remove(Camera3D *p_camera);
void _camera_make_next_current(Camera3D *p_exclude);
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friend class CanvasLayer;
void _canvas_layer_add(CanvasLayer *p_canvas_layer);
void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
void _drop_mouse_focus();
void _drop_physics_mouseover();
void _update_canvas_items(Node *p_node);
void _gui_set_root_order_dirty();
void _own_world_changed();
friend class Window;
void _sub_window_update_order();
void _sub_window_register(Window *p_window);
void _sub_window_update(Window *p_window);
void _sub_window_grab_focus(Window *p_window);
void _sub_window_remove(Window *p_window);
bool _sub_windows_forward_input(const Ref<InputEvent> &p_event);
SubWindowResize _sub_window_get_resize_margin(Window *p_subwindow, const Point2 &p_point);
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protected:
void _set_size(const Size2i &p_size, const Size2i &p_size_override, const Rect2i &p_to_screen_rect, const Transform2D &p_stretch_transform, bool p_allocated);
Size2i _get_size() const;
bool _is_size_allocated() const;
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void _notification(int p_what);
static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
Listener3D *get_listener() const;
Camera3D *get_camera() const;
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void enable_camera_override(bool p_enable);
bool is_camera_override_enabled() const;
void set_camera_override_transform(const Transform &p_transform);
Transform get_camera_override_transform() const;
void set_camera_override_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
void set_camera_override_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_as_audio_listener(bool p_enable);
bool is_audio_listener() const;
void set_as_audio_listener_2d(bool p_enable);
bool is_audio_listener_2d() const;
void update_canvas_items();
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Rect2 get_visible_rect() const;
RID get_viewport_rid() const;
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void set_world(const Ref<World> &p_world);
void set_world_2d(const Ref<World2D> &p_world_2d);
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Ref<World> get_world() const;
Ref<World> find_world() const;
Ref<World2D> get_world_2d() const;
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Ref<World2D> find_world_2d() const;
void enable_canvas_transform_override(bool p_enable);
bool is_canvas_transform_override_enbled() const;
void set_canvas_transform_override(const Transform2D &p_transform);
Transform2D get_canvas_transform_override() const;
void set_canvas_transform(const Transform2D &p_transform);
Transform2D get_canvas_transform() const;
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void set_global_canvas_transform(const Transform2D &p_transform);
Transform2D get_global_canvas_transform() const;
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Transform2D get_final_transform() const;
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void set_transparent_background(bool p_enable);
bool has_transparent_background() const;
Ref<ViewportTexture> get_texture() const;
void set_shadow_atlas_size(int p_size);
int get_shadow_atlas_size() const;
void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
void set_msaa(MSAA p_msaa);
MSAA get_msaa() const;
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
Vector2 get_camera_rect_size() const;
void set_use_own_world(bool p_world);
bool is_using_own_world() const;
void input_text(const String &p_text);
void input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
void unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
void set_disable_input(bool p_disable);
bool is_input_disabled() const;
Vector2 get_mouse_position() const;
void warp_mouse(const Vector2 &p_pos);
void set_physics_object_picking(bool p_enable);
bool get_physics_object_picking();
Variant gui_get_drag_data() const;
void gui_reset_canvas_sort_index();
int gui_get_canvas_sort_index();
virtual String get_configuration_warning() const;
void set_debug_draw(DebugDraw p_debug_draw);
DebugDraw get_debug_draw() const;
int get_render_info(RenderInfo p_info);
void set_snap_controls_to_pixels(bool p_enable);
bool is_snap_controls_to_pixels_enabled() const;
void set_input_as_handled();
bool is_input_handled() const;
void set_handle_input_locally(bool p_enable);
bool is_handling_input_locally() const;
bool gui_is_dragging() const;
void set_default_canvas_item_texture_filter(DefaultCanvasItemTextureFilter p_filter);
DefaultCanvasItemTextureFilter get_default_canvas_item_texture_filter() const;
void set_default_canvas_item_texture_repeat(DefaultCanvasItemTextureRepeat p_repeat);
DefaultCanvasItemTextureRepeat get_default_canvas_item_texture_repeat() const;
virtual DisplayServer::WindowID get_window_id() const = 0;
void set_embed_subwindows_hint(bool p_embed);
bool get_embed_subwindows_hint() const;
bool is_embedding_subwindows() const;
Viewport *get_parent_viewport() const;
void pass_mouse_focus_to(Viewport *p_viewport, Control *p_control);
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Viewport();
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~Viewport();
};
class SubViewport : public Viewport {
GDCLASS(SubViewport, Viewport);
public:
enum ClearMode {
CLEAR_MODE_ALWAYS,
CLEAR_MODE_NEVER,
CLEAR_MODE_ONLY_NEXT_FRAME
};
enum UpdateMode {
UPDATE_DISABLED,
UPDATE_ONCE, //then goes to disabled
UPDATE_WHEN_VISIBLE, // default
UPDATE_WHEN_PARENT_VISIBLE,
UPDATE_ALWAYS
};
private:
UpdateMode update_mode;
ClearMode clear_mode;
bool arvr;
protected:
static void _bind_methods();
virtual DisplayServer::WindowID get_window_id() const;
void _notification(int p_what);
public:
void set_size(const Size2i &p_size);
Size2i get_size() const;
void set_use_arvr(bool p_use_arvr);
bool is_using_arvr();
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const;
void set_clear_mode(ClearMode p_mode);
ClearMode get_clear_mode() const;
SubViewport();
~SubViewport();
};
VARIANT_ENUM_CAST(SubViewport::UpdateMode);
VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
VARIANT_ENUM_CAST(Viewport::MSAA);
VARIANT_ENUM_CAST(Viewport::DebugDraw);
VARIANT_ENUM_CAST(SubViewport::ClearMode);
VARIANT_ENUM_CAST(Viewport::RenderInfo);
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureFilter);
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureRepeat);
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#endif