232 lines
8.2 KiB
C++
232 lines
8.2 KiB
C++
/*************************************************************************/
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/* canvas_item.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CANVAS_ITEM_H
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#define CANVAS_ITEM_H
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#include "scene/main/node.h"
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#include "scene/main/scene_main_loop.h"
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#include "scene/resources/material.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/texture.h"
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class CanvasLayer;
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class Viewport;
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class Font;
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class StyleBox;
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class CanvasItem : public Node {
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GDCLASS(CanvasItem, Node);
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public:
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enum BlendMode {
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BLEND_MODE_MIX, //default
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PREMULT_ALPHA
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};
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private:
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mutable SelfList<Node> xform_change;
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RID canvas_item;
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String group;
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CanvasLayer *canvas_layer;
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Color modulate;
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Color self_modulate;
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List<CanvasItem *> children_items;
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List<CanvasItem *>::Element *C;
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int light_mask;
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bool first_draw;
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bool visible;
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bool pending_update;
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bool toplevel;
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bool drawing;
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bool block_transform_notify;
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bool behind;
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bool use_parent_material;
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bool notify_local_transform;
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bool notify_transform;
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Ref<ShaderMaterial> material;
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mutable Transform2D global_transform;
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mutable bool global_invalid;
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void _toplevel_raise_self();
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void _propagate_visibility_changed(bool p_visible);
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void _update_callback();
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void _enter_canvas();
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void _exit_canvas();
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void _notify_transform(CanvasItem *p_node);
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void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
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bool _is_on_top() const { return !is_draw_behind_parent_enabled(); }
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protected:
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_FORCE_INLINE_ void _notify_transform() {
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if (!is_inside_tree()) return;
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_notify_transform(this);
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if (!block_transform_notify && notify_local_transform) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
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}
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void item_rect_changed(bool p_size_changed = true);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
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NOTIFICATION_DRAW = 30,
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NOTIFICATION_VISIBILITY_CHANGED = 31,
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NOTIFICATION_ENTER_CANVAS = 32,
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NOTIFICATION_EXIT_CANVAS = 33,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
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NOTIFICATION_WORLD_2D_CHANGED = 36,
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};
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/* EDITOR */
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virtual Variant edit_get_state() const;
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virtual void edit_set_state(const Variant &p_state);
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virtual void edit_set_rect(const Rect2 &p_edit_rect);
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virtual void edit_rotate(float p_rot);
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virtual Size2 edit_get_minimum_size() const;
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/* VISIBILITY */
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void set_visible(bool p_visible);
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bool is_visible() const;
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bool is_visible_in_tree() const;
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void show();
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void hide();
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void update();
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virtual void set_light_mask(int p_light_mask);
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int get_light_mask() const;
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void set_modulate(const Color &p_modulate);
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Color get_modulate() const;
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void set_self_modulate(const Color &p_self_modulate);
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Color get_self_modulate() const;
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/* DRAWING API */
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void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
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void draw_rect(const Rect2 &p_rect, const Color &p_color);
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void draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color);
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void draw_texture(const Ref<Texture> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1));
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void draw_texture_rect(const Ref<Texture> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false);
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void draw_texture_rect_region(const Ref<Texture> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false);
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void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect);
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void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture> p_texture = Ref<Texture>(), float p_width = 1);
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void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture> p_texture = Ref<Texture>());
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void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture> p_texture = Ref<Texture>());
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void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate = Color(1, 1, 1), int p_clip_w = -1);
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float draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", const Color &p_modulate = Color(1, 1, 1));
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void draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale);
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void draw_set_transform_matrix(const Transform2D &p_matrix);
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/* RECT / TRANSFORM */
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void set_as_toplevel(bool p_toplevel);
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bool is_set_as_toplevel() const;
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void set_draw_behind_parent(bool p_enable);
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bool is_draw_behind_parent_enabled() const;
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CanvasItem *get_parent_item() const;
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virtual Rect2 get_item_rect() const = 0;
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virtual Transform2D get_transform() const = 0;
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virtual Transform2D get_global_transform() const;
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virtual Transform2D get_global_transform_with_canvas() const;
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Rect2 get_item_and_children_rect() const;
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CanvasItem *get_toplevel() const;
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_FORCE_INLINE_ RID get_canvas_item() const { return canvas_item; }
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void set_block_transform_notify(bool p_enable);
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bool is_block_transform_notify_enabled() const;
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Transform2D get_canvas_transform() const;
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Transform2D get_viewport_transform() const;
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Rect2 get_viewport_rect() const;
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RID get_viewport_rid() const;
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RID get_canvas() const;
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Ref<World2D> get_world_2d() const;
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void set_material(const Ref<ShaderMaterial> &p_material);
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Ref<ShaderMaterial> get_material() const;
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void set_use_parent_material(bool p_use_parent_material);
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bool get_use_parent_material() const;
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InputEvent make_input_local(const InputEvent &pevent) const;
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Vector2 make_canvas_pos_local(const Vector2 &screen_point) const;
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Vector2 get_global_mouse_pos() const;
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Vector2 get_local_mouse_pos() const;
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void set_notify_local_transform(bool p_enable);
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bool is_local_transform_notification_enabled() const;
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void set_notify_transform(bool p_enable);
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bool is_transform_notification_enabled() const;
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int get_canvas_layer() const;
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CanvasItem();
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~CanvasItem();
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};
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VARIANT_ENUM_CAST(CanvasItem::BlendMode);
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#endif // CANVAS_ITEM_H
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