1730fab22a
Maintains scene tree ordering for CanvasLayers that share identical layer ID.
418 lines
14 KiB
C++
418 lines
14 KiB
C++
/**************************************************************************/
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/* canvas_layer.cpp */
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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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#include "canvas_layer.h"
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#include "scene/2d/canvas_item.h"
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#include "viewport.h"
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void CanvasLayer::set_layer(int p_xform) {
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layer = p_xform;
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if (viewport.is_valid()) {
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// For the sublayer, we will use the order in which the layer occurs in the scene tree
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// rather than just the child_id via get_position_in_parent().
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// We have 32 bits to play with for the sublayer (or more likely 31, as sublayer is signed)
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// (see Viewport::CanvasKey constructor in visual_server_viewport.h).
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, _layer_order_in_tree);
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vp->_gui_set_root_order_dirty();
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}
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}
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int CanvasLayer::get_layer() const {
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return layer;
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}
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void CanvasLayer::set_visible(bool p_visible) {
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if (p_visible == visible) {
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return;
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}
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visible = p_visible;
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emit_signal("visibility_changed");
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// For CanvasItems that is explicitly top level or has non-CanvasItem parents.
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if (is_inside_tree()) {
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const String group = "root_canvas" + itos(canvas.get_id());
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get_tree()->call_group(group, "_toplevel_visibility_changed", p_visible);
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}
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}
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// Make sure layer orders are up to date whenever moving layers in the tree.
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void CanvasLayer::_update_layer_orders() {
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if (is_inside_tree() && get_tree()) {
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Node *root = get_tree()->get_root();
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if (root) {
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uint32_t layer_order_count = 0;
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_calculate_layer_orders_in_tree(root, layer_order_count);
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}
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}
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}
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// When rendering layers, if the layer id (set by user) and sublayer (child id) is the same
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// we need something else sensible which we can sort repeatably to determine which layers should render first,
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// so we will simply calculate the order that the layers occur throughout the scene tree.
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void CanvasLayer::_calculate_layer_orders_in_tree(Node *p_node, uint32_t &r_order) {
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CanvasLayer *layer = Object::cast_to<CanvasLayer>(p_node);
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if (layer) {
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layer->_layer_order_in_tree = r_order++;
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// Force an update of the layer order in the VisualServer
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set_layer(get_layer());
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}
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_calculate_layer_orders_in_tree(p_node->get_child(n), r_order);
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}
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}
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void CanvasLayer::show() {
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set_visible(true);
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}
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void CanvasLayer::hide() {
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set_visible(false);
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}
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bool CanvasLayer::is_visible() const {
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return visible;
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}
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void CanvasLayer::set_transform(const Transform2D &p_xform) {
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transform = p_xform;
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locrotscale_dirty = true;
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if (viewport.is_valid()) {
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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}
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}
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Transform2D CanvasLayer::get_transform() const {
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return transform;
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}
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Transform2D CanvasLayer::get_final_transform() const {
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if (is_following_viewport()) {
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Transform2D follow;
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follow.scale(Vector2(get_follow_viewport_scale(), get_follow_viewport_scale()));
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if (vp) {
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follow = vp->get_canvas_transform() * follow;
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}
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return follow * transform;
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}
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return transform;
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}
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void CanvasLayer::_update_xform() {
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transform.set_rotation_and_scale(rot, scale);
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transform.set_origin(ofs);
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if (viewport.is_valid()) {
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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}
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}
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void CanvasLayer::_update_locrotscale() {
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ofs = transform.elements[2];
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rot = transform.get_rotation();
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scale = transform.get_scale();
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locrotscale_dirty = false;
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}
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void CanvasLayer::set_offset(const Vector2 &p_offset) {
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if (locrotscale_dirty) {
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_update_locrotscale();
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}
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ofs = p_offset;
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_update_xform();
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}
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Vector2 CanvasLayer::get_offset() const {
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if (locrotscale_dirty) {
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const_cast<CanvasLayer *>(this)->_update_locrotscale();
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}
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return ofs;
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}
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void CanvasLayer::set_rotation(real_t p_radians) {
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if (locrotscale_dirty) {
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_update_locrotscale();
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}
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rot = p_radians;
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_update_xform();
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}
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real_t CanvasLayer::get_rotation() const {
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if (locrotscale_dirty) {
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const_cast<CanvasLayer *>(this)->_update_locrotscale();
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}
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return rot;
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}
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void CanvasLayer::set_rotation_degrees(real_t p_degrees) {
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set_rotation(Math::deg2rad(p_degrees));
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}
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real_t CanvasLayer::get_rotation_degrees() const {
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return Math::rad2deg(get_rotation());
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}
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void CanvasLayer::set_scale(const Vector2 &p_scale) {
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if (locrotscale_dirty) {
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_update_locrotscale();
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}
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scale = p_scale;
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_update_xform();
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}
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Vector2 CanvasLayer::get_scale() const {
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if (locrotscale_dirty) {
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const_cast<CanvasLayer *>(this)->_update_locrotscale();
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}
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return scale;
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}
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void CanvasLayer::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) {
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vp = custom_viewport;
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} else {
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vp = Node::get_viewport();
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}
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ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
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vp->_canvas_layer_add(this);
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viewport = vp->get_viewport_rid();
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VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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_update_follow_viewport();
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_update_layer_orders();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
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_update_layer_orders();
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vp->_canvas_layer_remove(this);
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VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
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viewport = RID();
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_update_follow_viewport(false);
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} break;
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case NOTIFICATION_MOVED_IN_PARENT: {
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// Note: As this step requires traversing the entire scene tree, it is thus expensive
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// to move the canvas layer multiple times. Take special care when deleting / moving
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// multiple nodes to prevent multiple NOTIFICATION_MOVED_IN_PARENT occurring.
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_update_layer_orders();
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} break;
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}
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}
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Size2 CanvasLayer::get_viewport_size() const {
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if (!is_inside_tree()) {
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return Size2(1, 1);
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}
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ERR_FAIL_NULL_V_MSG(vp, Size2(1, 1), "Viewport is not initialized.");
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Rect2 r = vp->get_visible_rect();
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return r.size;
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}
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RID CanvasLayer::get_viewport() const {
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return viewport;
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}
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void CanvasLayer::set_custom_viewport(Node *p_viewport) {
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ERR_FAIL_NULL_MSG(p_viewport, "Cannot set viewport to nullptr.");
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if (is_inside_tree()) {
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vp->_canvas_layer_remove(this);
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VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
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viewport = RID();
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}
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custom_viewport = Object::cast_to<Viewport>(p_viewport);
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if (custom_viewport) {
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custom_viewport_id = custom_viewport->get_instance_id();
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} else {
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custom_viewport_id = 0;
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}
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if (is_inside_tree()) {
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if (custom_viewport) {
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vp = custom_viewport;
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} else {
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vp = Node::get_viewport();
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}
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vp->_canvas_layer_add(this);
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viewport = vp->get_viewport_rid();
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VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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_update_layer_orders();
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}
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}
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Node *CanvasLayer::get_custom_viewport() const {
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return custom_viewport;
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}
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void CanvasLayer::reset_sort_index() {
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sort_index = 0;
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}
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int CanvasLayer::get_sort_index() {
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return sort_index++;
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}
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RID CanvasLayer::get_canvas() const {
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return canvas;
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}
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void CanvasLayer::set_follow_viewport(bool p_enable) {
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if (follow_viewport == p_enable) {
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return;
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}
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follow_viewport = p_enable;
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_update_follow_viewport();
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}
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bool CanvasLayer::is_following_viewport() const {
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return follow_viewport;
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}
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void CanvasLayer::set_follow_viewport_scale(float p_ratio) {
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follow_viewport_scale = p_ratio;
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_update_follow_viewport();
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}
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float CanvasLayer::get_follow_viewport_scale() const {
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return follow_viewport_scale;
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}
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void CanvasLayer::_update_follow_viewport(bool p_force_exit) {
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if (!is_inside_tree()) {
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return;
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}
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if (p_force_exit || !follow_viewport) {
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VS::get_singleton()->canvas_set_parent(canvas, RID(), 1.0);
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} else {
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VS::get_singleton()->canvas_set_parent(canvas, vp->get_world_2d()->get_canvas(), follow_viewport_scale);
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}
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}
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void CanvasLayer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_layer", "layer"), &CanvasLayer::set_layer);
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ClassDB::bind_method(D_METHOD("get_layer"), &CanvasLayer::get_layer);
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ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasLayer::set_visible);
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ClassDB::bind_method(D_METHOD("is_visible"), &CanvasLayer::is_visible);
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ClassDB::bind_method(D_METHOD("show"), &CanvasLayer::show);
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ClassDB::bind_method(D_METHOD("hide"), &CanvasLayer::hide);
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ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CanvasLayer::set_transform);
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ClassDB::bind_method(D_METHOD("get_transform"), &CanvasLayer::get_transform);
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ClassDB::bind_method(D_METHOD("get_final_transform"), &CanvasLayer::get_final_transform);
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &CanvasLayer::set_offset);
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ClassDB::bind_method(D_METHOD("get_offset"), &CanvasLayer::get_offset);
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ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &CanvasLayer::set_rotation);
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ClassDB::bind_method(D_METHOD("get_rotation"), &CanvasLayer::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &CanvasLayer::set_rotation_degrees);
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ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &CanvasLayer::get_rotation_degrees);
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ClassDB::bind_method(D_METHOD("set_scale", "scale"), &CanvasLayer::set_scale);
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ClassDB::bind_method(D_METHOD("get_scale"), &CanvasLayer::get_scale);
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ClassDB::bind_method(D_METHOD("set_follow_viewport", "enable"), &CanvasLayer::set_follow_viewport);
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ClassDB::bind_method(D_METHOD("is_following_viewport"), &CanvasLayer::is_following_viewport);
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ClassDB::bind_method(D_METHOD("set_follow_viewport_scale", "scale"), &CanvasLayer::set_follow_viewport_scale);
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ClassDB::bind_method(D_METHOD("get_follow_viewport_scale"), &CanvasLayer::get_follow_viewport_scale);
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ClassDB::bind_method(D_METHOD("set_custom_viewport", "viewport"), &CanvasLayer::set_custom_viewport);
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ClassDB::bind_method(D_METHOD("get_custom_viewport"), &CanvasLayer::get_custom_viewport);
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ClassDB::bind_method(D_METHOD("get_canvas"), &CanvasLayer::get_canvas);
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ADD_GROUP("Layer", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_RANGE, "-128,128,1"), "set_layer", "get_layer");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
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ADD_GROUP("Transform", "");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation_degrees", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_rotation", "get_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scale", PROPERTY_HINT_LINK), "set_scale", "get_scale");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
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ADD_GROUP("", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport");
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ADD_GROUP("Follow Viewport", "follow_viewport");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_viewport_enable"), "set_follow_viewport", "is_following_viewport");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "follow_viewport_scale", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,or_lesser"), "set_follow_viewport_scale", "get_follow_viewport_scale");
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ADD_SIGNAL(MethodInfo("visibility_changed"));
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}
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#ifdef TOOLS_ENABLED
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StringName CanvasLayer::get_property_store_alias(const StringName &p_property) const {
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if (p_property == "rotation_degrees") {
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return "rotation";
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} else {
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return Node::get_property_store_alias(p_property);
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}
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}
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#endif
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CanvasLayer::CanvasLayer() {
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vp = nullptr;
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scale = Vector2(1, 1);
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rot = 0;
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locrotscale_dirty = false;
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layer = 1;
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canvas = RID_PRIME(VS::get_singleton()->canvas_create());
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custom_viewport = nullptr;
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custom_viewport_id = 0;
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sort_index = 0;
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visible = true;
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follow_viewport = false;
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follow_viewport_scale = 1.0;
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_layer_order_in_tree = 0;
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}
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CanvasLayer::~CanvasLayer() {
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VS::get_singleton()->free(canvas);
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}
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