virtualx-engine/scene/2d/visibility_notifier_2d.cpp
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

385 lines
12 KiB
C++

/**************************************************************************/
/* visibility_notifier_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 "core/engine.h"
#include "particles_2d.h"
#include "scene/2d/animated_sprite.h"
#include "scene/2d/physics_body_2d.h"
#include "scene/animation/animation_player.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
Rect2 VisibilityNotifier2D::_edit_get_rect() const {
return rect;
}
bool VisibilityNotifier2D::_edit_use_rect() const {
return true;
}
#endif
void VisibilityNotifier2D::_enter_viewport(Viewport *p_viewport) {
ERR_FAIL_COND(viewports.has(p_viewport));
viewports.insert(p_viewport);
if (viewports.size() == 1) {
emit_signal(SceneStringNames::get_singleton()->screen_entered);
_screen_enter();
}
emit_signal(SceneStringNames::get_singleton()->viewport_entered, p_viewport);
}
void VisibilityNotifier2D::_exit_viewport(Viewport *p_viewport) {
ERR_FAIL_COND(!viewports.has(p_viewport));
viewports.erase(p_viewport);
emit_signal(SceneStringNames::get_singleton()->viewport_exited, p_viewport);
if (viewports.size() == 0) {
emit_signal(SceneStringNames::get_singleton()->screen_exited);
_screen_exit();
}
}
void VisibilityNotifier2D::set_rect(const Rect2 &p_rect) {
rect = p_rect;
if (is_inside_tree()) {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
update();
item_rect_changed();
} else {
get_world_2d()->_update_notifier(this, get_global_transform().xform(rect));
}
#else
get_world_2d()->_update_notifier(this, get_global_transform().xform(rect));
#endif
}
_change_notify("rect");
}
Rect2 VisibilityNotifier2D::get_rect() const {
return rect;
}
void VisibilityNotifier2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
#ifdef TOOLS_ENABLED
if (!Engine::get_singleton()->is_editor_hint()) {
get_world_2d()->_register_notifier(this, get_global_transform().xform(rect));
}
#else
get_world_2d()->_register_notifier(this, get_global_transform().xform(rect));
#endif
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
#ifdef TOOLS_ENABLED
if (!Engine::get_singleton()->is_editor_hint()) {
get_world_2d()->_update_notifier(this, get_global_transform().xform(rect));
}
#else
get_world_2d()->_update_notifier(this, get_global_transform().xform(rect));
#endif
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_DRAW: {
if (Engine::get_singleton()->is_editor_hint()) {
draw_rect(rect, Color(1, 0.5, 1, 0.2));
}
} break;
#endif
case NOTIFICATION_EXIT_TREE: {
#ifdef TOOLS_ENABLED
if (!Engine::get_singleton()->is_editor_hint()) {
get_world_2d()->_remove_notifier(this);
}
#else
get_world_2d()->_remove_notifier(this);
#endif
} break;
}
}
bool VisibilityNotifier2D::is_on_screen() const {
return viewports.size() > 0;
}
void VisibilityNotifier2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rect", "rect"), &VisibilityNotifier2D::set_rect);
ClassDB::bind_method(D_METHOD("get_rect"), &VisibilityNotifier2D::get_rect);
ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier2D::is_on_screen);
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "rect"), "set_rect", "get_rect");
ADD_SIGNAL(MethodInfo("viewport_entered", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport")));
ADD_SIGNAL(MethodInfo("viewport_exited", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport")));
ADD_SIGNAL(MethodInfo("screen_entered"));
ADD_SIGNAL(MethodInfo("screen_exited"));
}
VisibilityNotifier2D::VisibilityNotifier2D() {
rect = Rect2(-10, -10, 20, 20);
set_notify_transform(true);
}
//////////////////////////////////////
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_PHYSICS_PROCESS] && get_parent()) {
get_parent()->set_physics_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_PHYSICS_PROCESS] && get_parent()) {
get_parent()->set_physics_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;
{
RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node);
if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) {
add = true;
meta = rb2d->get_mode();
}
}
{
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
add = true;
}
}
{
AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
if (as) {
add = true;
}
}
{
Particles2D *ps = Object::cast_to<Particles2D>(p_node);
if (ps) {
add = true;
}
}
if (add) {
p_node->connect(SceneStringNames::get_singleton()->tree_exiting, 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) {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
Node *from = this;
//find where current scene starts
while (from->get_parent() && from->get_filename() == String()) {
from = from->get_parent();
}
_find_nodes(from);
// We need to defer the call of set_process and set_physics_process,
// otherwise they are overwritten inside NOTIFICATION_READY.
// We can't use call_deferred, because it happens after a physics frame.
// The ready signal works as it's emitted immediately after NOTIFICATION_READY.
if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) {
get_parent()->connect(SceneStringNames::get_singleton()->ready,
get_parent(), "set_physics_process", varray(false), CONNECT_REFERENCE_COUNTED);
}
if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) {
get_parent()->connect(SceneStringNames::get_singleton()->ready,
get_parent(), "set_process", varray(false), CONNECT_REFERENCE_COUNTED);
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
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()->tree_exiting, this, "_node_removed");
}
nodes.clear();
}
}
void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
ERR_FAIL_COND(!nodes.has(p_node));
if (enabler[ENABLER_FREEZE_BODIES]) {
RigidBody2D *rb = Object::cast_to<RigidBody2D>(p_node);
if (rb) {
rb->set_sleeping(!p_enabled);
}
}
if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
if (ap) {
ap->set_active(p_enabled);
}
}
if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
if (as) {
if (p_enabled) {
as->play();
} else {
as->stop();
}
}
}
if (enabler[ENABLER_PAUSE_PARTICLES]) {
Particles2D *ps = Object::cast_to<Particles2D>(p_node);
if (ps) {
ps->set_emitting(p_enabled);
}
}
}
void VisibilityEnabler2D::_node_removed(Node *p_node) {
if (!visible) {
_change_node_state(p_node, true);
}
nodes.erase(p_node);
}
String VisibilityEnabler2D::get_configuration_warning() const {
String warning = VisibilityNotifier2D::get_configuration_warning();
#ifdef TOOLS_ENABLED
if (is_inside_tree() && get_parent() && (get_parent()->get_filename() == String() && get_parent() != get_tree()->get_edited_scene_root())) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("VisibilityEnabler2D works best when used with the edited scene root directly as parent.");
}
#endif
return warning;
}
void VisibilityEnabler2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler2D::set_enabler);
ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler2D::is_enabler_enabled);
ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler2D::_node_removed);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_particles"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_PARTICLES);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animated_sprites"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATED_SPRITES);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "process_parent"), "set_enabler", "is_enabler_enabled", ENABLER_PARENT_PROCESS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "physics_process_parent"), "set_enabler", "is_enabler_enabled", ENABLER_PARENT_PHYSICS_PROCESS);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_PARTICLES);
BIND_ENUM_CONSTANT(ENABLER_PARENT_PROCESS);
BIND_ENUM_CONSTANT(ENABLER_PARENT_PHYSICS_PROCESS);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATED_SPRITES);
BIND_ENUM_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_PHYSICS_PROCESS] = false;
visible = false;
}