d56d1ff4d2
* NOTIFICATION_MOVED_IN_PARENT makes node children management very inefficient. * Replaced by a NOTIFICATION_CHILD_ORDER_CHANGED (and children_changed signal). * Most of the previous tasks carried out by NOTIFICATION_MOVED_IN_PARENT are now done not more than a single time per frame. This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same.
615 lines
17 KiB
C++
615 lines
17 KiB
C++
/**************************************************************************/
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/* viewport.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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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 VIEWPORT_H
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#define VIEWPORT_H
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#include "core/math/transform_2d.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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#include "scene/resources/world_2d.h"
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#include "servers/visual_server.h"
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class Camera;
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class Camera2D;
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class Listener;
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class Listener2D;
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class Control;
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class CanvasItem;
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class CanvasLayer;
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class Panel;
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class Label;
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class Timer;
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class Viewport;
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class CollisionObject;
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class SceneTreeTimer;
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class ViewportTexture : public Texture {
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GDCLASS(ViewportTexture, Texture);
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NodePath path;
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friend class Viewport;
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Viewport *vp;
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uint32_t flags;
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RID proxy;
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protected:
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static void _bind_methods();
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public:
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void set_viewport_path_in_scene(const NodePath &p_path);
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NodePath get_viewport_path_in_scene() const;
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virtual void setup_local_to_scene();
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virtual int get_width() const;
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virtual int get_height() const;
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virtual Size2 get_size() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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virtual void set_flags(uint32_t p_flags);
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virtual uint32_t get_flags() const;
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virtual Ref<Image> get_data() const;
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ViewportTexture();
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~ViewportTexture();
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};
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class Viewport : public Node {
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GDCLASS(Viewport, Node);
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public:
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enum UpdateMode {
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UPDATE_DISABLED,
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UPDATE_ONCE, //then goes to disabled
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UPDATE_WHEN_VISIBLE, // default
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UPDATE_ALWAYS
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};
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enum ShadowAtlasQuadrantSubdiv {
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SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
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SHADOW_ATLAS_QUADRANT_SUBDIV_1,
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SHADOW_ATLAS_QUADRANT_SUBDIV_4,
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SHADOW_ATLAS_QUADRANT_SUBDIV_16,
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SHADOW_ATLAS_QUADRANT_SUBDIV_64,
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SHADOW_ATLAS_QUADRANT_SUBDIV_256,
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SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
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SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
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};
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enum MSAA {
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MSAA_DISABLED,
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MSAA_2X,
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MSAA_4X,
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MSAA_8X,
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MSAA_16X,
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};
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enum Usage {
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USAGE_2D,
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USAGE_2D_NO_SAMPLING,
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USAGE_3D,
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USAGE_3D_NO_EFFECTS,
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};
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enum RenderInfo {
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RENDER_INFO_OBJECTS_IN_FRAME,
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RENDER_INFO_VERTICES_IN_FRAME,
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RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
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RENDER_INFO_SHADER_CHANGES_IN_FRAME,
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RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
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RENDER_INFO_DRAW_CALLS_IN_FRAME,
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RENDER_INFO_2D_ITEMS_IN_FRAME,
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RENDER_INFO_2D_DRAW_CALLS_IN_FRAME,
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RENDER_INFO_MAX
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};
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enum DebugDraw {
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DEBUG_DRAW_DISABLED,
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DEBUG_DRAW_UNSHADED,
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DEBUG_DRAW_OVERDRAW,
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DEBUG_DRAW_WIREFRAME,
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};
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enum ClearMode {
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CLEAR_MODE_ALWAYS,
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CLEAR_MODE_NEVER,
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CLEAR_MODE_ONLY_NEXT_FRAME
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};
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private:
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friend class ViewportTexture;
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Viewport *parent;
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Listener *listener;
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Set<Listener *> listeners;
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bool arvr;
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struct CameraOverrideData {
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Transform transform;
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enum Projection {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL
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};
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Projection projection;
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float fov;
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float size;
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float z_near;
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float z_far;
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RID rid;
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operator bool() const {
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return rid != RID();
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}
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} camera_override;
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Camera *camera;
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Set<Camera *> cameras;
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Listener2D *listener_2d = nullptr;
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Set<CanvasLayer *> canvas_layers;
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RID viewport;
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RID current_canvas;
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bool audio_listener;
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RID internal_listener;
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bool audio_listener_2d;
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RID internal_listener_2d;
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bool override_canvas_transform;
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Transform2D canvas_transform_override;
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Transform2D canvas_transform;
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Transform2D global_canvas_transform;
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Transform2D stretch_transform;
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Size2 size;
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Rect2 to_screen_rect;
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bool render_direct_to_screen;
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RID contact_2d_debug;
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RID contact_3d_debug_multimesh;
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RID contact_3d_debug_instance;
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bool size_override;
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bool size_override_stretch;
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Size2 size_override_size;
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Size2 size_override_margin;
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Rect2 last_vp_rect;
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bool transparent_bg;
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bool vflip;
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ClearMode clear_mode;
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bool filter;
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bool gen_mipmaps;
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bool snap_controls_to_pixels;
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bool physics_object_picking;
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List<Ref<InputEvent>> physics_picking_events;
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ObjectID physics_object_capture;
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ObjectID physics_object_over;
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Transform physics_last_object_transform;
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Transform physics_last_camera_transform;
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ObjectID physics_last_id;
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bool physics_has_last_mousepos;
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Vector2 physics_last_mousepos;
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struct {
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bool alt;
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bool control;
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bool shift;
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bool meta;
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int mouse_mask;
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} physics_last_mouse_state;
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void _collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
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bool handle_input_locally;
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bool local_input_handled;
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Map<ObjectID, uint64_t> physics_2d_mouseover;
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Ref<World2D> world_2d;
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Ref<World> world;
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Ref<World> own_world;
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StringName input_group;
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StringName gui_input_group;
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StringName unhandled_input_group;
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StringName unhandled_key_input_group;
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void _update_listener();
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void _update_listener_2d();
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void _propagate_enter_world(Node *p_node);
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void _propagate_exit_world(Node *p_node);
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void _propagate_viewport_notification(Node *p_node, int p_what);
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void _update_stretch_transform();
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void _update_global_transform();
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bool disable_3d;
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bool keep_3d_linear;
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UpdateMode update_mode;
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RID texture_rid;
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uint32_t texture_flags;
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DebugDraw debug_draw;
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Usage usage;
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int shadow_atlas_size;
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ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
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MSAA msaa;
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bool use_fxaa;
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bool use_debanding;
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float sharpen_intensity;
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bool hdr;
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bool use_32_bpc_depth;
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Ref<ViewportTexture> default_texture;
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Set<ViewportTexture *> viewport_textures;
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struct GUI {
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// info used when this is a window
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bool key_event_accepted;
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bool mouse_in_window;
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Map<int, ObjectID> touch_focus;
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Control *mouse_focus;
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Control *last_mouse_focus;
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Control *mouse_click_grabber;
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int mouse_focus_mask;
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Control *key_focus;
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Control *mouse_over;
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Control *tooltip_control;
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Control *tooltip_popup;
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Label *tooltip_label;
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Point2 tooltip_pos;
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Point2 last_mouse_pos;
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Point2 drag_accum;
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bool drag_attempted;
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Variant drag_data;
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ObjectID drag_preview_id;
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Ref<SceneTreeTimer> tooltip_timer;
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float tooltip_delay;
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List<Control *> modal_stack;
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Transform2D focus_inv_xform;
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bool subwindow_order_dirty;
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bool subwindow_visibility_dirty;
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List<Control *> subwindows; // visible subwindows
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List<Control *> all_known_subwindows;
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bool roots_order_dirty;
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List<Control *> roots;
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int canvas_sort_index; //for sorting items with canvas as root
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bool dragging;
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bool drag_successful;
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struct CanvasParent {
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ObjectID id;
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uint32_t first_child_moved = UINT32_MAX;
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uint32_t last_child_moved_plus_one = 0;
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};
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static LocalVector<CanvasParent> canvas_parents_dirty_order;
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GUI();
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} gui;
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bool disable_input;
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void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
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void _gui_call_notification(Control *p_control, int p_what);
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void _gui_prepare_subwindows();
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void _gui_sort_subwindows();
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void _gui_sort_roots();
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void _gui_sort_modal_stack();
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Control *_gui_find_control(const Point2 &p_global);
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Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
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void _gui_input_event(Ref<InputEvent> p_event);
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void _gui_cleanup_internal_state(Ref<InputEvent> p_event);
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void update_worlds();
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_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
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void _vp_input(const Ref<InputEvent> &p_ev);
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void _vp_input_text(const String &p_text);
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void _vp_unhandled_input(const Ref<InputEvent> &p_ev);
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Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
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friend class Control;
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List<Control *>::Element *_gui_add_root_control(Control *p_control);
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List<Control *>::Element *_gui_add_subwindow_control(Control *p_control);
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void _gui_set_subwindow_order_dirty();
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void _gui_set_root_order_dirty();
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void _gui_remove_modal_control(List<Control *>::Element *MI);
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void _gui_remove_from_modal_stack(List<Control *>::Element *MI, ObjectID p_prev_focus_owner);
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void _gui_remove_root_control(List<Control *>::Element *RI);
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void _gui_remove_subwindow_control(List<Control *>::Element *SI);
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String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_tooltip_owner = nullptr);
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void _gui_cancel_tooltip();
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void _gui_show_tooltip();
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void _gui_remove_control(Control *p_control);
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void _gui_hid_control(Control *p_control);
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void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
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void _gui_set_drag_preview(Control *p_base, Control *p_control);
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Control *_gui_get_drag_preview();
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bool _gui_is_modal_on_top(const Control *p_control);
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List<Control *>::Element *_gui_show_modal(Control *p_control);
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void _gui_remove_focus();
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void _gui_unfocus_control(Control *p_control);
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bool _gui_control_has_focus(const Control *p_control);
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void _gui_control_grab_focus(Control *p_control);
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void _gui_grab_click_focus(Control *p_control);
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void _post_gui_grab_click_focus();
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void _gui_accept_event();
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Control *_gui_get_focus_owner();
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Vector2 _get_window_offset() const;
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bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
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friend class Listener;
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void _listener_transform_changed_notify();
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void _listener_set(Listener *p_listener);
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bool _listener_add(Listener *p_listener); //true if first
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void _listener_remove(Listener *p_listener);
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void _listener_make_next_current(Listener *p_exclude);
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friend class Camera;
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void _camera_transform_changed_notify();
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void _camera_set(Camera *p_camera);
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bool _camera_add(Camera *p_camera); //true if first
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void _camera_remove(Camera *p_camera);
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void _camera_make_next_current(Camera *p_exclude);
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friend class Listener2D;
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void _listener_2d_set(Listener2D *p_listener);
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void _listener_2d_remove(Listener2D *p_listener);
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friend class CanvasLayer;
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void _canvas_layer_add(CanvasLayer *p_canvas_layer);
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void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
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void _drop_mouse_focus();
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void _drop_mouse_over();
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void _drop_physics_mouseover(bool p_paused_only = false);
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void _update_canvas_items(Node *p_node);
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void _own_world_changed();
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protected:
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void _notification(int p_what);
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void _process_picking(bool p_ignore_paused);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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Listener *get_listener() const;
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Camera *get_camera() const;
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void enable_camera_override(bool p_enable);
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bool is_camera_override_enabled() const;
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void set_camera_override_transform(const Transform &p_transform);
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Transform get_camera_override_transform() const;
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void set_camera_override_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
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void set_camera_override_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_use_arvr(bool p_use_arvr);
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bool use_arvr();
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void set_as_audio_listener(bool p_enable);
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bool is_audio_listener() const;
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Listener2D *get_listener_2d() const;
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void set_as_audio_listener_2d(bool p_enable);
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bool is_audio_listener_2d() const;
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void set_size(const Size2 &p_size);
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void update_canvas_items();
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Size2 get_size() const;
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Rect2 get_visible_rect() const;
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RID get_viewport_rid() const;
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void set_world(const Ref<World> &p_world);
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void set_world_2d(const Ref<World2D> &p_world_2d);
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Ref<World> get_world() const;
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Ref<World> find_world() const;
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Ref<World2D> get_world_2d() const;
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Ref<World2D> find_world_2d() const;
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void enable_canvas_transform_override(bool p_enable);
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bool is_canvas_transform_override_enbled() const;
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void set_canvas_transform_override(const Transform2D &p_transform);
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Transform2D get_canvas_transform_override() const;
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void set_canvas_transform(const Transform2D &p_transform);
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Transform2D get_canvas_transform() const;
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void set_global_canvas_transform(const Transform2D &p_transform);
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Transform2D get_global_canvas_transform() const;
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Transform2D get_final_transform() const;
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void set_transparent_background(bool p_enable);
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bool has_transparent_background() const;
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void set_size_override(bool p_enable, const Size2 &p_size = Size2(-1, -1), const Vector2 &p_margin = Vector2());
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Size2 get_size_override() const;
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bool is_size_override_enabled() const;
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void set_size_override_stretch(bool p_enable);
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bool is_size_override_stretch_enabled() const;
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void set_vflip(bool p_enable);
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bool get_vflip() const;
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void set_clear_mode(ClearMode p_mode);
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ClearMode get_clear_mode() const;
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void set_update_mode(UpdateMode p_mode);
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UpdateMode get_update_mode() const;
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Ref<ViewportTexture> get_texture() const;
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void set_shadow_atlas_size(int p_size);
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int get_shadow_atlas_size() const;
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void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
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ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
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void set_msaa(MSAA p_msaa);
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MSAA get_msaa() const;
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void set_use_fxaa(bool p_fxaa);
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bool get_use_fxaa() const;
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void set_use_debanding(bool p_debanding);
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bool get_use_debanding() const;
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void set_sharpen_intensity(float p_intensity);
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float get_sharpen_intensity() const;
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void set_hdr(bool p_hdr);
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bool get_hdr() const;
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void set_use_32_bpc_depth(bool p_enable);
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bool is_using_32_bpc_depth() const;
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
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Vector2 get_camera_rect_size() const;
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void set_use_own_world(bool p_use_own_world);
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bool is_using_own_world() const;
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void input(const Ref<InputEvent> &p_event);
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void unhandled_input(const Ref<InputEvent> &p_event);
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void set_disable_input(bool p_disable);
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bool is_input_disabled() const;
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void set_disable_3d(bool p_disable);
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bool is_3d_disabled() const;
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void set_keep_3d_linear(bool p_keep_3d_linear);
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bool get_keep_3d_linear() const;
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void set_attach_to_screen_rect(const Rect2 &p_rect);
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Rect2 get_attach_to_screen_rect() const;
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void set_use_render_direct_to_screen(bool p_render_direct_to_screen);
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bool is_using_render_direct_to_screen() const;
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Vector2 get_mouse_position() const;
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void warp_mouse(const Vector2 &p_pos);
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void set_physics_object_picking(bool p_enable);
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bool get_physics_object_picking();
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bool gui_has_modal_stack() const;
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Variant gui_get_drag_data() const;
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Control *get_modal_stack_top() const;
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void gui_reset_canvas_sort_index();
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int gui_get_canvas_sort_index();
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virtual String get_configuration_warning() const;
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void set_usage(Usage p_usage);
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Usage get_usage() const;
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void set_debug_draw(DebugDraw p_debug_draw);
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DebugDraw get_debug_draw() const;
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int get_render_info(RenderInfo p_info);
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void set_snap_controls_to_pixels(bool p_enable);
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bool is_snap_controls_to_pixels_enabled() const;
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void _subwindow_visibility_changed();
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void set_input_as_handled();
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bool is_input_handled() const;
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void set_handle_input_locally(bool p_enable);
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bool is_handling_input_locally() const;
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bool gui_is_dragging() const;
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bool gui_is_drag_successful() const;
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static void notify_canvas_parent_children_moved(Node &r_parent, uint32_t p_first_child, uint32_t p_last_child_plus_one);
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static void notify_canvas_parent_child_count_reduced(const Node &p_parent);
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static void flush_canvas_parents_dirty_order();
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Viewport();
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~Viewport();
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};
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VARIANT_ENUM_CAST(Viewport::UpdateMode);
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VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
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VARIANT_ENUM_CAST(Viewport::MSAA);
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VARIANT_ENUM_CAST(Viewport::Usage);
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VARIANT_ENUM_CAST(Viewport::DebugDraw);
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VARIANT_ENUM_CAST(Viewport::ClearMode);
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VARIANT_ENUM_CAST(Viewport::RenderInfo);
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#endif // VIEWPORT_H
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