/*************************************************************************/ /* visibility_notifier_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "visibility_notifier_2d.h" #include "core/engine.h" #include "gpu_particles_2d.h" #include "scene/2d/animated_sprite_2d.h" #include "scene/2d/physics_body_2d.h" #include "scene/animation/animation_player.h" #include "scene/main/window.h" #include "scene/scene_string_names.h" #ifdef TOOLS_ENABLED Rect2 VisibilityNotifier2D::_edit_get_rect() const { return rect; } bool VisibilityNotifier2D::_edit_use_rect() const { return true; } #endif void VisibilityNotifier2D::_enter_viewport(Viewport *p_viewport) { ERR_FAIL_COND(viewports.has(p_viewport)); viewports.insert(p_viewport); if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) return; if (viewports.size() == 1) { emit_signal(SceneStringNames::get_singleton()->screen_entered); _screen_enter(); } emit_signal(SceneStringNames::get_singleton()->viewport_entered, p_viewport); } void VisibilityNotifier2D::_exit_viewport(Viewport *p_viewport) { ERR_FAIL_COND(!viewports.has(p_viewport)); viewports.erase(p_viewport); if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) return; emit_signal(SceneStringNames::get_singleton()->viewport_exited, p_viewport); if (viewports.size() == 0) { emit_signal(SceneStringNames::get_singleton()->screen_exited); _screen_exit(); } } void VisibilityNotifier2D::set_rect(const Rect2 &p_rect) { rect = p_rect; if (is_inside_tree()) { get_world_2d()->_update_notifier(this, get_global_transform().xform(rect)); if (Engine::get_singleton()->is_editor_hint()) { update(); item_rect_changed(); } } _change_notify("rect"); } Rect2 VisibilityNotifier2D::get_rect() const { return rect; } void VisibilityNotifier2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { //get_world_2d()-> get_world_2d()->_register_notifier(this, get_global_transform().xform(rect)); } break; case NOTIFICATION_TRANSFORM_CHANGED: { //get_world_2d()-> get_world_2d()->_update_notifier(this, get_global_transform().xform(rect)); } break; case NOTIFICATION_DRAW: { if (Engine::get_singleton()->is_editor_hint()) { draw_rect(rect, Color(1, 0.5, 1, 0.2)); } } break; case NOTIFICATION_EXIT_TREE: { get_world_2d()->_remove_notifier(this); } break; } } bool VisibilityNotifier2D::is_on_screen() const { return viewports.size() > 0; } void VisibilityNotifier2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_rect", "rect"), &VisibilityNotifier2D::set_rect); ClassDB::bind_method(D_METHOD("get_rect"), &VisibilityNotifier2D::get_rect); ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier2D::is_on_screen); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "rect"), "set_rect", "get_rect"); ADD_SIGNAL(MethodInfo("viewport_entered", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport"))); ADD_SIGNAL(MethodInfo("viewport_exited", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport"))); ADD_SIGNAL(MethodInfo("screen_entered")); ADD_SIGNAL(MethodInfo("screen_exited")); } VisibilityNotifier2D::VisibilityNotifier2D() { rect = Rect2(-10, -10, 20, 20); set_notify_transform(true); } ////////////////////////////////////// void VisibilityEnabler2D::_screen_enter() { for (Map::Element *E = nodes.front(); E; E = E->next()) { _change_node_state(E->key(), true); } if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) get_parent()->set_physics_process(true); if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) get_parent()->set_process(true); visible = true; } void VisibilityEnabler2D::_screen_exit() { for (Map::Element *E = nodes.front(); E; E = E->next()) { _change_node_state(E->key(), false); } if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) get_parent()->set_physics_process(false); if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) get_parent()->set_process(false); visible = false; } void VisibilityEnabler2D::_find_nodes(Node *p_node) { bool add = false; Variant meta; { RigidBody2D *rb2d = Object::cast_to(p_node); if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) { add = true; meta = rb2d->get_mode(); } } { AnimationPlayer *ap = Object::cast_to(p_node); if (ap) { add = true; } } { AnimatedSprite2D *as = Object::cast_to(p_node); if (as) { add = true; } } { GPUParticles2D *ps = Object::cast_to(p_node); if (ps) { add = true; } } if (add) { p_node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &VisibilityEnabler2D::_node_removed), varray(p_node), CONNECT_ONESHOT); nodes[p_node] = meta; _change_node_state(p_node, false); } for (int i = 0; i < p_node->get_child_count(); i++) { Node *c = p_node->get_child(i); if (c->get_filename() != String()) continue; //skip, instance _find_nodes(c); } } void VisibilityEnabler2D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { if (Engine::get_singleton()->is_editor_hint()) return; Node *from = this; //find where current scene starts while (from->get_parent() && from->get_filename() == String()) from = from->get_parent(); _find_nodes(from); // We need to defer the call of set_process and set_physics_process, // otherwise they are overwritten inside NOTIFICATION_READY. // We can't use call_deferred, because it happens after a physics frame. // The ready signal works as it's emitted immediately after NOTIFICATION_READY. if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) { get_parent()->connect(SceneStringNames::get_singleton()->ready, callable_mp(get_parent(), &Node::set_physics_process), varray(false), CONNECT_ONESHOT); } if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) { get_parent()->connect(SceneStringNames::get_singleton()->ready, callable_mp(get_parent(), &Node::set_process), varray(false), CONNECT_ONESHOT); } } if (p_what == NOTIFICATION_EXIT_TREE) { if (Engine::get_singleton()->is_editor_hint()) return; for (Map::Element *E = nodes.front(); E; E = E->next()) { if (!visible) _change_node_state(E->key(), true); E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &VisibilityEnabler2D::_node_removed)); } nodes.clear(); } } void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) { ERR_FAIL_COND(!nodes.has(p_node)); if (enabler[ENABLER_FREEZE_BODIES]) { RigidBody2D *rb = Object::cast_to(p_node); if (rb) { rb->set_sleeping(!p_enabled); } } if (enabler[ENABLER_PAUSE_ANIMATIONS]) { AnimationPlayer *ap = Object::cast_to(p_node); if (ap) { ap->set_active(p_enabled); } } if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) { AnimatedSprite2D *as = Object::cast_to(p_node); if (as) { if (p_enabled) as->play(); else as->stop(); } } if (enabler[ENABLER_PAUSE_PARTICLES]) { GPUParticles2D *ps = Object::cast_to(p_node); if (ps) { ps->set_emitting(p_enabled); } } } void VisibilityEnabler2D::_node_removed(Node *p_node) { if (!visible) _change_node_state(p_node, true); nodes.erase(p_node); } String VisibilityEnabler2D::get_configuration_warning() const { #ifdef TOOLS_ENABLED if (is_inside_tree() && get_parent() && (get_parent()->get_filename() == String() && get_parent() != get_tree()->get_edited_scene_root())) { return TTR("VisibilityEnabler2D works best when used with the edited scene root directly as parent."); } #endif return String(); } void VisibilityEnabler2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler2D::set_enabler); ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler2D::is_enabler_enabled); ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler2D::_node_removed); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_particles"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_PARTICLES); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animated_sprites"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATED_SPRITES); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "process_parent"), "set_enabler", "is_enabler_enabled", ENABLER_PARENT_PROCESS); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "physics_process_parent"), "set_enabler", "is_enabler_enabled", ENABLER_PARENT_PHYSICS_PROCESS); BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS); BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES); BIND_ENUM_CONSTANT(ENABLER_PAUSE_PARTICLES); BIND_ENUM_CONSTANT(ENABLER_PARENT_PROCESS); BIND_ENUM_CONSTANT(ENABLER_PARENT_PHYSICS_PROCESS); BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATED_SPRITES); BIND_ENUM_CONSTANT(ENABLER_MAX); } void VisibilityEnabler2D::set_enabler(Enabler p_enabler, bool p_enable) { ERR_FAIL_INDEX(p_enabler, ENABLER_MAX); enabler[p_enabler] = p_enable; } bool VisibilityEnabler2D::is_enabler_enabled(Enabler p_enabler) const { ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false); return enabler[p_enabler]; } VisibilityEnabler2D::VisibilityEnabler2D() { for (int i = 0; i < ENABLER_MAX; i++) enabler[i] = true; enabler[ENABLER_PARENT_PROCESS] = false; enabler[ENABLER_PARENT_PHYSICS_PROCESS] = false; visible = false; }