/**************************************************************************/ /* 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. */ /**************************************************************************/ #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" #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::List *CanvasItemMaterial::dirty_materials = nullptr; Map CanvasItemMaterial::shader_map; CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr; void CanvasItemMaterial::init_shaders() { dirty_materials = memnew(SelfList::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"; 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; } } Transform2D CanvasItem::_edit_get_transform() const { return Transform2D(_edit_get_rotation(), _edit_get_position() + _edit_get_pivot()); } #endif 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; } 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); if (p_visible) { update(); // Todo optimize. } else { emit_signal(SceneStringNames::get_singleton()->hide); } _block(); for (int i = 0; i < get_child_count(); i++) { CanvasItem *c = Object::cast_to(get_child(i)); if (c && c->visible && !c->toplevel) { c->_propagate_visibility_changed(p_visible); } } _unblock(); } void CanvasItem::set_visible(bool p_visible) { if (visible == p_visible) { return; } visible = p_visible; VisualServer::get_singleton()->canvas_item_set_visible(canvas_item, p_visible); if (!is_inside_tree()) { return; } _propagate_visibility_changed(p_visible); _change_notify("visible"); } void CanvasItem::show() { set_visible(true); } void CanvasItem::hide() { set_visible(false); } bool CanvasItem::is_visible() const { return visible; } CanvasItem *CanvasItem::current_item_drawn = nullptr; CanvasItem *CanvasItem::get_current_item_drawn() { return current_item_drawn; } void CanvasItem::_update_callback() { if (!is_inside_tree()) { pending_update = false; 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!! if (first_draw) { notification(NOTIFICATION_VISIBILITY_CHANGED); first_draw = false; } drawing = true; current_item_drawn = this; 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); } current_item_drawn = nullptr; drawing = false; } //todo updating = false pending_update = false; // don't change to false until finished drawing (avoid recursive update) } 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(); } } Transform2D CanvasItem::get_global_transform() const { if (global_invalid) { const CanvasItem *pi = get_parent_item(); if (pi) { global_transform = pi->get_global_transform() * get_transform(); } else { global_transform = get_transform(); } global_invalid = false; } 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()) { return; } 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()); } } void CanvasItem::_enter_canvas() { if ((!Object::cast_to(get_parent())) || toplevel) { Node *n = this; canvas_layer = nullptr; while (n) { canvas_layer = Object::cast_to(n); if (canvas_layer) { break; } if (Object::cast_to(n)) { break; } n = n->get_parent(); } RID canvas; if (canvas_layer) { canvas = canvas_layer->get_canvas(); } else { canvas = get_viewport()->find_world_2d()->get_canvas(); } VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, canvas); canvas_group = "root_canvas" + itos(canvas.get_id()); 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"); } 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()); } pending_update = false; 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 = ""; } } void CanvasItem::_physics_interpolated_changed() { VisualServer::get_singleton()->canvas_item_set_interpolated(canvas_item, is_physics_interpolated()); } void CanvasItem::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { ERR_FAIL_COND(!is_inside_tree()); first_draw = true; Node *parent = get_parent(); if (parent) { CanvasItem *ci = Object::cast_to(parent); if (ci) { C = ci->children_items.push_back(this); } } _enter_canvas(); if (!block_transform_notify && !xform_change.in_list()) { get_tree()->xform_change_list.add(&xform_change); } // 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); } } break; case NOTIFICATION_MOVED_IN_PARENT: { if (!is_inside_tree()) { break; } 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_COND(!p); VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index()); } } break; case NOTIFICATION_EXIT_TREE: { if (xform_change.in_list()) { get_tree()->xform_change_list.remove(&xform_change); } _exit_canvas(); if (C) { Object::cast_to(get_parent())->children_items.erase(C); C = nullptr; } global_invalid = true; } 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: 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() { if (!is_inside_tree()) { return; } if (pending_update) { return; } pending_update = true; MessageQueue::get_singleton()->push_call(this, "_update_callback"); } 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); } Color CanvasItem::get_modulate() const { return modulate; } void CanvasItem::set_as_toplevel(bool p_toplevel) { if (toplevel == p_toplevel) { return; } if (!is_inside_tree()) { toplevel = p_toplevel; return; } _exit_canvas(); toplevel = p_toplevel; _enter_canvas(); _notify_transform(); } bool CanvasItem::is_set_as_toplevel() const { return toplevel; } CanvasItem *CanvasItem::get_parent_item() const { if (toplevel) { return nullptr; } return Object::cast_to(get_parent()); } 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); } Color CanvasItem::get_self_modulate() const { return self_modulate; } 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; } 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(); } 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) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); VisualServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width, p_antialiased); } void CanvasItem::draw_polyline(const Vector &p_points, const Color &p_color, float p_width, bool p_antialiased) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); Vector 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 &p_points, const Vector &p_colors, float p_width, bool p_antialiased) { 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 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 &p_points, const Color &p_color, float p_width, bool p_antialiased) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); Vector 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 &p_points, const Vector &p_colors, float p_width, bool p_antialiased) { 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) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); 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\"."); } 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); } } void CanvasItem::draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); VisualServer::get_singleton()->canvas_item_add_circle(canvas_item, p_pos, p_radius, p_color); } void CanvasItem::draw_texture(const Ref &p_texture, const Point2 &p_pos, const Color &p_modulate, const Ref &p_normal_map) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND(p_texture.is_null()); p_texture->draw(canvas_item, p_pos, p_modulate, false, p_normal_map); } void CanvasItem::draw_texture_rect(const Ref &p_texture, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref &p_normal_map) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND(p_texture.is_null()); p_texture->draw_rect(canvas_item, p_rect, p_tile, p_modulate, p_transpose, p_normal_map); } void CanvasItem::draw_texture_rect_region(const Ref &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref &p_normal_map, bool p_clip_uv) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); 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); } void CanvasItem::draw_style_box(const Ref &p_style_box, const Rect2 &p_rect) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND(p_style_box.is_null()); p_style_box->draw(canvas_item, p_rect); } void CanvasItem::draw_primitive(const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, Ref p_texture, float p_width, const Ref &p_normal_map) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); 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(); VisualServer::get_singleton()->canvas_item_add_primitive(canvas_item, p_points, p_colors, p_uvs, rid, p_width, rid_normal); } void CanvasItem::draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); Transform2D xform(p_rot, p_offset); xform.scale_basis(p_scale); VisualServer::get_singleton()->canvas_item_add_set_transform(canvas_item, xform); } void CanvasItem::draw_set_transform_matrix(const Transform2D &p_matrix) { 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 &p_points, const Vector &p_colors, const Vector &p_uvs, Ref p_texture, const Ref &p_normal_map, bool p_antialiased) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); 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(); VisualServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, p_colors, p_uvs, rid, rid_normal, p_antialiased); } void CanvasItem::draw_colored_polygon(const Vector &p_points, const Color &p_color, const Vector &p_uvs, Ref p_texture, const Ref &p_normal_map, bool p_antialiased) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); Vector 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(); VisualServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, colors, p_uvs, rid, rid_normal, p_antialiased); } void CanvasItem::draw_mesh(const Ref &p_mesh, const Ref &p_texture, const Ref &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 &p_multimesh, const Ref &p_texture, const Ref &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 &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 &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate, int p_clip_w) { ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND(p_font.is_null()); p_font->draw(canvas_item, p_pos, p_text, p_modulate, p_clip_w); } float CanvasItem::draw_char(const Ref &p_font, const Point2 &p_pos, const String &p_char, const String &p_next, const Color &p_modulate) { ERR_FAIL_COND_V_MSG(!drawing, 0, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal."); ERR_FAIL_COND_V(p_char.length() != 1, 0); ERR_FAIL_COND_V(p_font.is_null(), 0); 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); } 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) { return; //nothing to do } p_node->global_invalid = true; if (p_node->notify_transform && !p_node->xform_change.in_list()) { if (!p_node->block_transform_notify) { if (p_node->is_inside_tree()) { get_tree()->xform_change_list.add(&p_node->xform_change); } } } for (List::Element *E = p_node->children_items.front(); E; E = E->next()) { CanvasItem *ci = E->get(); if (ci->toplevel) { continue; } _notify_transform(ci); } } Rect2 CanvasItem::get_viewport_rect() const { ERR_FAIL_COND_V(!is_inside_tree(), Rect2()); return get_viewport()->get_visible_rect(); } RID CanvasItem::get_canvas() const { ERR_FAIL_COND_V(!is_inside_tree(), RID()); if (canvas_layer) { return canvas_layer->get_canvas(); } else { return get_viewport()->find_world_2d()->get_canvas(); } } ObjectID CanvasItem::get_canvas_layer_instance_id() const { if (canvas_layer) { return canvas_layer->get_instance_id(); } else { return 0; } } CanvasItem *CanvasItem::get_toplevel() const { CanvasItem *ci = const_cast(this); while (!ci->toplevel && Object::cast_to(ci->get_parent())) { ci = Object::cast_to(ci->get_parent()); } return ci; } Ref CanvasItem::get_world_2d() const { ERR_FAIL_COND_V(!is_inside_tree(), Ref()); CanvasItem *tl = get_toplevel(); if (tl->get_viewport()) { return tl->get_viewport()->find_world_2d(); } else { return Ref(); } } RID CanvasItem::get_viewport_rid() const { ERR_FAIL_COND_V(!is_inside_tree(), RID()); return get_viewport()->get_viewport_rid(); } void CanvasItem::set_block_transform_notify(bool p_enable) { block_transform_notify = p_enable; } 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) { return; } behind = p_enable; VisualServer::get_singleton()->canvas_item_set_draw_behind_parent(canvas_item, behind); } bool CanvasItem::is_draw_behind_parent_enabled() const { return behind; } void CanvasItem::set_material(const Ref &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 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 CanvasItem::make_input_local(const Ref &p_event) const { 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); } 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); 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); 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()), DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1))); ClassDB::bind_method(D_METHOD("draw_multimesh", "multimesh", "texture", "normal_map"), &CanvasItem::draw_multimesh, DEFVAL(Ref())); 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); 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"); ADD_SIGNAL(MethodInfo("draw")); ADD_SIGNAL(MethodInfo("visibility_changed")); ADD_SIGNAL(MethodInfo("hide")); ADD_SIGNAL(MethodInfo("item_rect_changed")); 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(BLEND_MODE_DISABLED); 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); } 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(get_parent())) { return Object::cast_to(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()); if (canvas_layer) { if (get_viewport()) { return get_viewport()->get_final_transform() * canvas_layer->get_final_transform(); } else { return canvas_layer->get_final_transform(); } } else { return get_viewport()->get_final_transform() * get_viewport()->get_canvas_transform(); } } 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; } CanvasItem::~CanvasItem() { VisualServer::get_singleton()->free(canvas_item); }