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!
401 lines
11 KiB
C++
401 lines
11 KiB
C++
/*************************************************************************/
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/* visibility_notifier_2d.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 "visibility_notifier_2d.h"
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#include "scene/scene_string_names.h"
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#include "scene/2d/physics_body_2d.h"
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#include "scene/2d/animated_sprite.h"
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#include "scene/animation/animation_player.h"
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#include "scene/scene_string_names.h"
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#include "particles_2d.h"
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void VisibilityNotifier2D::_enter_viewport(Viewport* p_viewport) {
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ERR_FAIL_COND(viewports.has(p_viewport));
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viewports.insert(p_viewport);
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if (is_inside_tree() && get_tree()->is_editor_hint())
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return;
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if (viewports.size()==1) {
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emit_signal(SceneStringNames::get_singleton()->enter_screen);
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_screen_enter();
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}
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emit_signal(SceneStringNames::get_singleton()->enter_viewport,p_viewport);
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}
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void VisibilityNotifier2D::_exit_viewport(Viewport* p_viewport){
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ERR_FAIL_COND(!viewports.has(p_viewport));
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viewports.erase(p_viewport);
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if (is_inside_tree() && get_tree()->is_editor_hint())
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return;
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emit_signal(SceneStringNames::get_singleton()->exit_viewport,p_viewport);
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if (viewports.size()==0) {
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emit_signal(SceneStringNames::get_singleton()->exit_screen);
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_screen_exit();
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}
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}
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void VisibilityNotifier2D::set_rect(const Rect2& p_rect){
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rect=p_rect;
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if (is_inside_tree()) {
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get_world_2d()->_update_notifier(this,get_global_transform().xform(rect));
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if (get_tree()->is_editor_hint()) {
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update();
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item_rect_changed();
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}
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}
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_change_notify("rect");
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}
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Rect2 VisibilityNotifier2D::get_item_rect() const {
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return rect;
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}
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Rect2 VisibilityNotifier2D::get_rect() const{
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return rect;
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}
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void VisibilityNotifier2D::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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//get_world_2d()->
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get_world_2d()->_register_notifier(this,get_global_transform().xform(rect));
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} break;
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case NOTIFICATION_TRANSFORM_CHANGED: {
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//get_world_2d()->
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get_world_2d()->_update_notifier(this,get_global_transform().xform(rect));
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} break;
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case NOTIFICATION_DRAW: {
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if (get_tree()->is_editor_hint()) {
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draw_rect(rect,Color(1,0.5,1,0.2));
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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get_world_2d()->_remove_notifier(this);
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} break;
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}
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}
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bool VisibilityNotifier2D::is_on_screen() const {
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return viewports.size()>0;
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}
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void VisibilityNotifier2D::_bind_methods(){
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ObjectTypeDB::bind_method(_MD("set_rect","rect"),&VisibilityNotifier2D::set_rect);
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ObjectTypeDB::bind_method(_MD("get_rect"),&VisibilityNotifier2D::get_rect);
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ObjectTypeDB::bind_method(_MD("is_on_screen"),&VisibilityNotifier2D::is_on_screen);
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ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"),_SCS("set_rect"),_SCS("get_rect"));
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ADD_SIGNAL( MethodInfo("enter_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
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ADD_SIGNAL( MethodInfo("exit_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
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ADD_SIGNAL( MethodInfo("enter_screen"));
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ADD_SIGNAL( MethodInfo("exit_screen"));
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}
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VisibilityNotifier2D::VisibilityNotifier2D() {
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rect=Rect2(-10,-10,20,20);
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}
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//////////////////////////////////////
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void VisibilityEnabler2D::_screen_enter() {
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for(Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
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_change_node_state(E->key(),true);
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}
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if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
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get_parent()->set_fixed_process(true);
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if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
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get_parent()->set_process(true);
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visible=true;
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}
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void VisibilityEnabler2D::_screen_exit(){
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for(Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
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_change_node_state(E->key(),false);
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}
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if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
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get_parent()->set_fixed_process(false);
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if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
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get_parent()->set_process(false);
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visible=false;
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}
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void VisibilityEnabler2D::_find_nodes(Node* p_node) {
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bool add=false;
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Variant meta;
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if (enabler[ENABLER_FREEZE_BODIES]) {
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RigidBody2D *rb2d = p_node->cast_to<RigidBody2D>();
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if (rb2d && ((rb2d->get_mode()==RigidBody2D::MODE_CHARACTER || (rb2d->get_mode()==RigidBody2D::MODE_RIGID && !rb2d->is_able_to_sleep())))) {
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add=true;
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meta=rb2d->get_mode();
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
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AnimationPlayer *ap = p_node->cast_to<AnimationPlayer>();
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if (ap) {
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add=true;
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}
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}
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if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
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AnimatedSprite *as = p_node->cast_to<AnimatedSprite>();
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if (as) {
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add=true;
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}
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}
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if (enabler[ENABLER_PAUSE_PARTICLES]) {
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Particles2D *ps = p_node->cast_to<Particles2D>();
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if (ps) {
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add=true;
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}
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}
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if (add) {
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p_node->connect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed",varray(p_node),CONNECT_ONESHOT);
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nodes[p_node]=meta;
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_change_node_state(p_node,false);
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}
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for(int i=0;i<p_node->get_child_count();i++) {
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Node *c = p_node->get_child(i);
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if (c->get_filename()!=String())
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continue; //skip, instance
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_find_nodes(c);
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}
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}
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void VisibilityEnabler2D::_notification(int p_what){
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if (p_what==NOTIFICATION_ENTER_TREE) {
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if (get_tree()->is_editor_hint())
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return;
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Node *from = this;
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//find where current scene starts
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while(from->get_parent() && from->get_filename()==String())
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from=from->get_parent();
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_find_nodes(from);
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if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
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get_parent()->set_fixed_process(false);
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if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
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get_parent()->set_process(false);
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}
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if (p_what==NOTIFICATION_EXIT_TREE) {
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if (get_tree()->is_editor_hint())
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return;
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for (Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
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if (!visible)
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_change_node_state(E->key(),true);
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E->key()->disconnect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed");
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}
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nodes.clear();
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}
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}
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void VisibilityEnabler2D::_change_node_state(Node* p_node,bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
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{
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RigidBody2D *rb = p_node->cast_to<RigidBody2D>();
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if (rb) {
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rb->set_sleeping(!p_enabled);
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}
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}
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{
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AnimationPlayer *ap=p_node->cast_to<AnimationPlayer>();
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if (ap) {
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ap->set_active(p_enabled);
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}
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}
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{
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AnimatedSprite *as=p_node->cast_to<AnimatedSprite>();
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if (as) {
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if (p_enabled)
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as->play();
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else
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as->stop();
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}
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}
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{
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Particles2D *ps=p_node->cast_to<Particles2D>();
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if (ps) {
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ps->set_emitting(p_enabled);
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}
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}
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}
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void VisibilityEnabler2D::_node_removed(Node* p_node) {
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if (!visible)
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_change_node_state(p_node,true);
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//changed to one shot, not needed
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//p_node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,"_node_removed");
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nodes.erase(p_node);
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}
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String VisibilityEnabler2D::get_configuration_warning() const {
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#ifdef TOOLS_ENABLED
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if (is_inside_tree() && get_parent() && (get_parent()->get_filename()==String() && get_parent()!=get_tree()->get_edited_scene_root())) {
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return TTR("VisibilityEnable2D works best when used with the edited scene root directly as parent.");
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}
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#endif
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return String();
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}
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void VisibilityEnabler2D::_bind_methods(){
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ObjectTypeDB::bind_method(_MD("set_enabler","enabler","enabled"),&VisibilityEnabler2D::set_enabler);
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ObjectTypeDB::bind_method(_MD("is_enabler_enabled","enabler"),&VisibilityEnabler2D::is_enabler_enabled);
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ObjectTypeDB::bind_method(_MD("_node_removed"),&VisibilityEnabler2D::_node_removed);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animations"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATIONS );
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/freeze_bodies"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_FREEZE_BODIES);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_particles"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_PARTICLES);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animated_sprites"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATED_SPRITES);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/process_parent"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PARENT_PROCESS);
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ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/fixed_process_parent"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PARENT_FIXED_PROCESS);
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BIND_CONSTANT( ENABLER_FREEZE_BODIES );
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BIND_CONSTANT( ENABLER_PAUSE_ANIMATIONS );
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BIND_CONSTANT( ENABLER_PAUSE_PARTICLES );
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BIND_CONSTANT( ENABLER_PAUSE_ANIMATED_SPRITES );
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BIND_CONSTANT( ENABLER_PARENT_PROCESS );
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BIND_CONSTANT( ENABLER_PARENT_FIXED_PROCESS );
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BIND_CONSTANT( ENABLER_MAX);
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}
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void VisibilityEnabler2D::set_enabler(Enabler p_enabler,bool p_enable){
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ERR_FAIL_INDEX(p_enabler,ENABLER_MAX);
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enabler[p_enabler]=p_enable;
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}
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bool VisibilityEnabler2D::is_enabler_enabled(Enabler p_enabler) const{
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ERR_FAIL_INDEX_V(p_enabler,ENABLER_MAX,false);
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return enabler[p_enabler];
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}
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VisibilityEnabler2D::VisibilityEnabler2D() {
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for(int i=0;i<ENABLER_MAX;i++)
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enabler[i]=true;
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enabler[ENABLER_PARENT_PROCESS]=false;
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enabler[ENABLER_PARENT_FIXED_PROCESS]=false;
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visible=false;
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}
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