Improve process logic in Camera2D

The logic for internal process and internal physics process in Camera2D was very buggy and convoluted for historical reasons.

This is a cleanup to make the logic simpler and easier to follow.
This commit is contained in:
lawnjelly 2021-03-06 08:24:21 +00:00
parent fcc36d9731
commit 8763d891fe
2 changed files with 22 additions and 25 deletions

View file

@ -65,15 +65,13 @@ void Camera2D::_update_scroll() {
void Camera2D::_update_process_mode() {
if (Engine::get_singleton()->is_editor_hint()) {
set_process_internal(false);
set_physics_process_internal(false);
} else if (process_mode == CAMERA2D_PROCESS_IDLE) {
set_process_internal(true);
// smoothing can be enabled in the editor but will never be active
if (process_mode == CAMERA2D_PROCESS_IDLE) {
set_process_internal(smoothing_active);
set_physics_process_internal(false);
} else {
set_process_internal(false);
set_physics_process_internal(true);
set_physics_process_internal(smoothing_active);
}
}
@ -160,12 +158,11 @@ Transform2D Camera2D::get_camera_transform() {
camera_pos.y -= screen_rect.position.y - limit[MARGIN_TOP];
}
if (smoothing_enabled && !Engine::get_singleton()->is_editor_hint()) {
if (smoothing_active) {
float c = smoothing * (process_mode == CAMERA2D_PROCESS_PHYSICS ? get_physics_process_delta_time() : get_process_delta_time());
smoothed_camera_pos = ((camera_pos - smoothed_camera_pos) * c) + smoothed_camera_pos;
ret_camera_pos = smoothed_camera_pos;
//camera_pos=camera_pos*(1.0-smoothing)+new_camera_pos*smoothing;
} else {
ret_camera_pos = smoothed_camera_pos = camera_pos;
@ -231,7 +228,7 @@ void Camera2D::_notification(int p_what) {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!smoothing_enabled || Engine::get_singleton()->is_editor_hint()) {
if (!smoothing_active) {
_update_scroll();
}
@ -528,10 +525,6 @@ void Camera2D::align() {
void Camera2D::set_follow_smoothing(float p_speed) {
smoothing = p_speed;
if (smoothing > 0 && !(is_inside_tree() && Engine::get_singleton()->is_editor_hint()))
set_process_internal(true);
else
set_process_internal(false);
}
float Camera2D::get_follow_smoothing() const {
@ -591,17 +584,23 @@ float Camera2D::get_h_offset() const {
return h_ofs;
}
void Camera2D::_set_old_smoothing(float p_enable) {
//compatibility
if (p_enable > 0) {
smoothing_enabled = true;
set_follow_smoothing(p_enable);
}
}
void Camera2D::set_enable_follow_smoothing(bool p_enabled) {
// watch for situation where an pre-enabled camera is added to the tree
// processing must be resumed and bypass this noop check
// (this currently works but is a possible future bug)
if (smoothing_enabled == p_enabled) {
return;
}
// Separate the logic between enabled and active, because the smoothing
// cannot be active in the editor. This can be done without a separate flag
// but is bug prone so this approach is easier to follow.
smoothing_enabled = p_enabled;
smoothing_active = smoothing_enabled && !Engine::get_singleton()->is_editor_hint();
// keep the processing up to date after each change
_update_process_mode();
}
bool Camera2D::is_follow_smoothing_enabled() const {
@ -740,8 +739,6 @@ void Camera2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("reset_smoothing"), &Camera2D::reset_smoothing);
ClassDB::bind_method(D_METHOD("align"), &Camera2D::align);
ClassDB::bind_method(D_METHOD("_set_old_smoothing", "follow_smoothing"), &Camera2D::_set_old_smoothing);
ClassDB::bind_method(D_METHOD("set_screen_drawing_enabled", "screen_drawing_enabled"), &Camera2D::set_screen_drawing_enabled);
ClassDB::bind_method(D_METHOD("is_screen_drawing_enabled"), &Camera2D::is_screen_drawing_enabled);
@ -812,6 +809,7 @@ Camera2D::Camera2D() {
camera_pos = Vector2();
first = true;
smoothing_enabled = false;
smoothing_active = false;
limit_smoothing_enabled = false;
custom_viewport = NULL;
custom_viewport_id = 0;

View file

@ -68,6 +68,7 @@ protected:
bool current;
float smoothing;
bool smoothing_enabled;
bool smoothing_active; // smoothing can be enabled but not active in the editor
int limit[4];
bool limit_smoothing_enabled;
float drag_margin[4];
@ -87,8 +88,6 @@ protected:
void _make_current(Object *p_which);
void _set_current(bool p_current);
void _set_old_smoothing(float p_enable);
bool screen_drawing_enabled;
bool limit_drawing_enabled;
bool margin_drawing_enabled;