c7bc44d5ad
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!
108 lines
4 KiB
C++
108 lines
4 KiB
C++
/*************************************************************************/
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/* canvas_modulate.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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_modulate.h"
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void CanvasModulate::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_CANVAS) {
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if (is_visible()) {
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VS::get_singleton()->canvas_set_modulate(get_canvas(),color);
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add_to_group("_canvas_modulate_"+itos(get_canvas().get_id()));
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}
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} else if (p_what==NOTIFICATION_EXIT_CANVAS) {
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if (is_visible()) {
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VS::get_singleton()->canvas_set_modulate(get_canvas(),Color(1,1,1,1));
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remove_from_group("_canvas_modulate_"+itos(get_canvas().get_id()));
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}
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} else if (p_what==NOTIFICATION_VISIBILITY_CHANGED) {
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if (is_visible()) {
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VS::get_singleton()->canvas_set_modulate(get_canvas(),color);
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add_to_group("_canvas_modulate_"+itos(get_canvas().get_id()));
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} else {
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VS::get_singleton()->canvas_set_modulate(get_canvas(),Color(1,1,1,1));
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remove_from_group("_canvas_modulate_"+itos(get_canvas().get_id()));
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}
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update_configuration_warning();
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}
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}
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void CanvasModulate::_bind_methods(){
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ObjectTypeDB::bind_method(_MD("set_color","color"),&CanvasModulate::set_color);
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ObjectTypeDB::bind_method(_MD("get_color"),&CanvasModulate::get_color);
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ADD_PROPERTY(PropertyInfo(Variant::COLOR,"color"),_SCS("set_color"),_SCS("get_color"));
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}
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void CanvasModulate::set_color(const Color& p_color){
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color=p_color;
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if (is_inside_tree()) {
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VS::get_singleton()->canvas_set_modulate(get_canvas(),color);
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}
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}
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Color CanvasModulate::get_color() const {
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return color;
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}
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String CanvasModulate::get_configuration_warning() const {
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if (!is_visible() || !is_inside_tree())
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return String();
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List<Node*> nodes;
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get_tree()->get_nodes_in_group("_canvas_modulate_"+itos(get_canvas().get_id()),&nodes);
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if (nodes.size()>1) {
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return TTR("Only one visible CanvasModulate is allowed per scene (or set of instanced scenes). The first created one will work, while the rest will be ignored.");
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}
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return String();
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}
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CanvasModulate::CanvasModulate()
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{
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color=Color(1,1,1,1);
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}
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CanvasModulate::~CanvasModulate()
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{
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}
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