09489e3a78
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
110 lines
3.5 KiB
C++
110 lines
3.5 KiB
C++
/*************************************************************************/
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/* visibility_notifier_2d.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) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 VISIBILITY_NOTIFIER_2D_H
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#define VISIBILITY_NOTIFIER_2D_H
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#include "scene/2d/node_2d.h"
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class Viewport;
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class VisibilityNotifier2D : public Node2D {
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OBJ_TYPE(VisibilityNotifier2D,Node2D);
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Set<Viewport*> viewports;
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Rect2 rect;
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protected:
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friend class SpatialIndexer2D;
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void _enter_viewport(Viewport* p_viewport);
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void _exit_viewport(Viewport* p_viewport);
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virtual void _screen_enter() {}
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virtual void _screen_exit() {}
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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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void set_rect(const Rect2& p_rect);
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Rect2 get_rect() const;
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bool is_on_screen() const;
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virtual Rect2 get_item_rect() const;
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VisibilityNotifier2D();
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};
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class VisibilityEnabler2D : public VisibilityNotifier2D {
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OBJ_TYPE(VisibilityEnabler2D,VisibilityNotifier2D);
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public:
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enum Enabler {
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ENABLER_PAUSE_ANIMATIONS,
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ENABLER_FREEZE_BODIES,
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ENABLER_PAUSE_PARTICLES,
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ENABLER_MAX
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};
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protected:
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virtual void _screen_enter();
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virtual void _screen_exit();
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bool visible;
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void _find_nodes(Node* p_node);
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Map<Node*,Variant> nodes;
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void _node_removed(Node* p_node);
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bool enabler[ENABLER_MAX];
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void _change_node_state(Node* p_node,bool p_enabled);
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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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void set_enabler(Enabler p_enabler,bool p_enable);
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bool is_enabler_enabled(Enabler p_enabler) const;
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VisibilityEnabler2D();
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};
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VARIANT_ENUM_CAST(VisibilityEnabler2D::Enabler);
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#endif // VISIBILITY_NOTIFIER_2D_H
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