virtualx-engine/scene/2d/visibility_notifier_2d.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

401 lines
11 KiB
C++

/*************************************************************************/
/* visibility_notifier_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visibility_notifier_2d.h"
#include "scene/scene_string_names.h"
#include "scene/2d/physics_body_2d.h"
#include "scene/2d/animated_sprite.h"
#include "scene/animation/animation_player.h"
#include "scene/scene_string_names.h"
#include "particles_2d.h"
void VisibilityNotifier2D::_enter_viewport(Viewport* p_viewport) {
ERR_FAIL_COND(viewports.has(p_viewport));
viewports.insert(p_viewport);
if (is_inside_tree() && get_tree()->is_editor_hint())
return;
if (viewports.size()==1) {
emit_signal(SceneStringNames::get_singleton()->enter_screen);
_screen_enter();
}
emit_signal(SceneStringNames::get_singleton()->enter_viewport,p_viewport);
}
void VisibilityNotifier2D::_exit_viewport(Viewport* p_viewport){
ERR_FAIL_COND(!viewports.has(p_viewport));
viewports.erase(p_viewport);
if (is_inside_tree() && get_tree()->is_editor_hint())
return;
emit_signal(SceneStringNames::get_singleton()->exit_viewport,p_viewport);
if (viewports.size()==0) {
emit_signal(SceneStringNames::get_singleton()->exit_screen);
_screen_exit();
}
}
void VisibilityNotifier2D::set_rect(const Rect2& p_rect){
rect=p_rect;
if (is_inside_tree()) {
get_world_2d()->_update_notifier(this,get_global_transform().xform(rect));
if (get_tree()->is_editor_hint()) {
update();
item_rect_changed();
}
}
_change_notify("rect");
}
Rect2 VisibilityNotifier2D::get_item_rect() const {
return rect;
}
Rect2 VisibilityNotifier2D::get_rect() const{
return rect;
}
void VisibilityNotifier2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
//get_world_2d()->
get_world_2d()->_register_notifier(this,get_global_transform().xform(rect));
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
//get_world_2d()->
get_world_2d()->_update_notifier(this,get_global_transform().xform(rect));
} break;
case NOTIFICATION_DRAW: {
if (get_tree()->is_editor_hint()) {
draw_rect(rect,Color(1,0.5,1,0.2));
}
} break;
case NOTIFICATION_EXIT_TREE: {
get_world_2d()->_remove_notifier(this);
} break;
}
}
bool VisibilityNotifier2D::is_on_screen() const {
return viewports.size()>0;
}
void VisibilityNotifier2D::_bind_methods(){
ObjectTypeDB::bind_method(_MD("set_rect","rect"),&VisibilityNotifier2D::set_rect);
ObjectTypeDB::bind_method(_MD("get_rect"),&VisibilityNotifier2D::get_rect);
ObjectTypeDB::bind_method(_MD("is_on_screen"),&VisibilityNotifier2D::is_on_screen);
ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"),_SCS("set_rect"),_SCS("get_rect"));
ADD_SIGNAL( MethodInfo("enter_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
ADD_SIGNAL( MethodInfo("exit_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
ADD_SIGNAL( MethodInfo("enter_screen"));
ADD_SIGNAL( MethodInfo("exit_screen"));
}
VisibilityNotifier2D::VisibilityNotifier2D() {
rect=Rect2(-10,-10,20,20);
}
//////////////////////////////////////
void VisibilityEnabler2D::_screen_enter() {
for(Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
_change_node_state(E->key(),true);
}
if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
get_parent()->set_fixed_process(true);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(true);
visible=true;
}
void VisibilityEnabler2D::_screen_exit(){
for(Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
_change_node_state(E->key(),false);
}
if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
get_parent()->set_fixed_process(false);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(false);
visible=false;
}
void VisibilityEnabler2D::_find_nodes(Node* p_node) {
bool add=false;
Variant meta;
if (enabler[ENABLER_FREEZE_BODIES]) {
RigidBody2D *rb2d = p_node->cast_to<RigidBody2D>();
if (rb2d && ((rb2d->get_mode()==RigidBody2D::MODE_CHARACTER || (rb2d->get_mode()==RigidBody2D::MODE_RIGID && !rb2d->is_able_to_sleep())))) {
add=true;
meta=rb2d->get_mode();
}
}
if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = p_node->cast_to<AnimationPlayer>();
if (ap) {
add=true;
}
}
if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
AnimatedSprite *as = p_node->cast_to<AnimatedSprite>();
if (as) {
add=true;
}
}
if (enabler[ENABLER_PAUSE_PARTICLES]) {
Particles2D *ps = p_node->cast_to<Particles2D>();
if (ps) {
add=true;
}
}
if (add) {
p_node->connect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed",varray(p_node),CONNECT_ONESHOT);
nodes[p_node]=meta;
_change_node_state(p_node,false);
}
for(int i=0;i<p_node->get_child_count();i++) {
Node *c = p_node->get_child(i);
if (c->get_filename()!=String())
continue; //skip, instance
_find_nodes(c);
}
}
void VisibilityEnabler2D::_notification(int p_what){
if (p_what==NOTIFICATION_ENTER_TREE) {
if (get_tree()->is_editor_hint())
return;
Node *from = this;
//find where current scene starts
while(from->get_parent() && from->get_filename()==String())
from=from->get_parent();
_find_nodes(from);
if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
get_parent()->set_fixed_process(false);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(false);
}
if (p_what==NOTIFICATION_EXIT_TREE) {
if (get_tree()->is_editor_hint())
return;
for (Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
if (!visible)
_change_node_state(E->key(),true);
E->key()->disconnect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed");
}
nodes.clear();
}
}
void VisibilityEnabler2D::_change_node_state(Node* p_node,bool p_enabled) {
ERR_FAIL_COND(!nodes.has(p_node));
{
RigidBody2D *rb = p_node->cast_to<RigidBody2D>();
if (rb) {
rb->set_sleeping(!p_enabled);
}
}
{
AnimationPlayer *ap=p_node->cast_to<AnimationPlayer>();
if (ap) {
ap->set_active(p_enabled);
}
}
{
AnimatedSprite *as=p_node->cast_to<AnimatedSprite>();
if (as) {
if (p_enabled)
as->play();
else
as->stop();
}
}
{
Particles2D *ps=p_node->cast_to<Particles2D>();
if (ps) {
ps->set_emitting(p_enabled);
}
}
}
void VisibilityEnabler2D::_node_removed(Node* p_node) {
if (!visible)
_change_node_state(p_node,true);
//changed to one shot, not needed
//p_node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,"_node_removed");
nodes.erase(p_node);
}
String VisibilityEnabler2D::get_configuration_warning() const {
#ifdef TOOLS_ENABLED
if (is_inside_tree() && get_parent() && (get_parent()->get_filename()==String() && get_parent()!=get_tree()->get_edited_scene_root())) {
return TTR("VisibilityEnable2D works best when used with the edited scene root directly as parent.");
}
#endif
return String();
}
void VisibilityEnabler2D::_bind_methods(){
ObjectTypeDB::bind_method(_MD("set_enabler","enabler","enabled"),&VisibilityEnabler2D::set_enabler);
ObjectTypeDB::bind_method(_MD("is_enabler_enabled","enabler"),&VisibilityEnabler2D::is_enabler_enabled);
ObjectTypeDB::bind_method(_MD("_node_removed"),&VisibilityEnabler2D::_node_removed);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animations"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATIONS );
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/freeze_bodies"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_FREEZE_BODIES);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_particles"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_PARTICLES);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animated_sprites"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATED_SPRITES);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/process_parent"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PARENT_PROCESS);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/fixed_process_parent"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PARENT_FIXED_PROCESS);
BIND_CONSTANT( ENABLER_FREEZE_BODIES );
BIND_CONSTANT( ENABLER_PAUSE_ANIMATIONS );
BIND_CONSTANT( ENABLER_PAUSE_PARTICLES );
BIND_CONSTANT( ENABLER_PAUSE_ANIMATED_SPRITES );
BIND_CONSTANT( ENABLER_PARENT_PROCESS );
BIND_CONSTANT( ENABLER_PARENT_FIXED_PROCESS );
BIND_CONSTANT( ENABLER_MAX);
}
void VisibilityEnabler2D::set_enabler(Enabler p_enabler,bool p_enable){
ERR_FAIL_INDEX(p_enabler,ENABLER_MAX);
enabler[p_enabler]=p_enable;
}
bool VisibilityEnabler2D::is_enabler_enabled(Enabler p_enabler) const{
ERR_FAIL_INDEX_V(p_enabler,ENABLER_MAX,false);
return enabler[p_enabler];
}
VisibilityEnabler2D::VisibilityEnabler2D() {
for(int i=0;i<ENABLER_MAX;i++)
enabler[i]=true;
enabler[ENABLER_PARENT_PROCESS]=false;
enabler[ENABLER_PARENT_FIXED_PROCESS]=false;
visible=false;
}