d56d1ff4d2
* NOTIFICATION_MOVED_IN_PARENT makes node children management very inefficient. * Replaced by a NOTIFICATION_CHILD_ORDER_CHANGED (and children_changed signal). * Most of the previous tasks carried out by NOTIFICATION_MOVED_IN_PARENT are now done not more than a single time per frame. This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same.
412 lines
14 KiB
C++
412 lines
14 KiB
C++
/**************************************************************************/
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/* canvas_item.h */
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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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#ifndef CANVAS_ITEM_H
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#define CANVAS_ITEM_H
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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#include "scene/resources/material.h"
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#include "scene/resources/multimesh.h"
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#include "scene/resources/shader.h"
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#include "scene/resources/texture.h"
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class CanvasLayer;
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class Viewport;
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class Font;
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class StyleBox;
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class CanvasItemMaterial : public Material {
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GDCLASS(CanvasItemMaterial, Material);
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public:
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enum BlendMode {
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PREMULT_ALPHA,
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BLEND_MODE_DISABLED
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};
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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private:
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union MaterialKey {
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struct {
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uint32_t blend_mode : 4;
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uint32_t light_mode : 4;
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uint32_t particles_animation : 1;
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uint32_t invalid_key : 1;
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};
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uint32_t key;
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bool operator<(const MaterialKey &p_key) const {
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return key < p_key.key;
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}
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};
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struct ShaderNames {
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StringName particles_anim_h_frames;
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StringName particles_anim_v_frames;
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StringName particles_anim_loop;
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};
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static ShaderNames *shader_names;
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struct ShaderData {
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RID shader;
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int users;
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};
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static Map<MaterialKey, ShaderData> shader_map;
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MaterialKey current_key;
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_FORCE_INLINE_ MaterialKey _compute_key() const {
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MaterialKey mk;
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mk.key = 0;
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mk.blend_mode = blend_mode;
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mk.light_mode = light_mode;
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mk.particles_animation = particles_animation;
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return mk;
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}
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static Mutex material_mutex;
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static SelfList<CanvasItemMaterial>::List *dirty_materials;
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SelfList<CanvasItemMaterial> element;
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void _update_shader();
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_FORCE_INLINE_ void _queue_shader_change();
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_FORCE_INLINE_ bool _is_shader_dirty() const;
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bool is_initialized = false;
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BlendMode blend_mode;
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LightMode light_mode;
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bool particles_animation;
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int particles_anim_h_frames;
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int particles_anim_v_frames;
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bool particles_anim_loop;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const;
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public:
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void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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void set_light_mode(LightMode p_light_mode);
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LightMode get_light_mode() const;
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void set_particles_animation(bool p_particles_anim);
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bool get_particles_animation() const;
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void set_particles_anim_h_frames(int p_frames);
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int get_particles_anim_h_frames() const;
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void set_particles_anim_v_frames(int p_frames);
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int get_particles_anim_v_frames() const;
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void set_particles_anim_loop(bool p_loop);
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bool get_particles_anim_loop() const;
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static void init_shaders();
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static void finish_shaders();
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static void flush_changes();
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RID get_shader_rid() const;
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virtual Shader::Mode get_shader_mode() const;
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CanvasItemMaterial();
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virtual ~CanvasItemMaterial();
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};
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VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
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VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
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class CanvasItem : public Node {
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GDCLASS(CanvasItem, Node);
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friend class CanvasLayer;
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public:
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enum BlendMode {
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BLEND_MODE_MIX, //default
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PREMULT_ALPHA,
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BLEND_MODE_DISABLED
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};
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private:
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mutable SelfList<Node> xform_change;
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RID canvas_item;
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String canvas_group;
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CanvasLayer *canvas_layer;
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Color modulate;
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Color self_modulate;
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List<CanvasItem *> children_items;
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List<CanvasItem *>::Element *C;
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int light_mask;
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bool first_draw : 1;
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bool visible : 1;
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bool pending_update : 1;
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bool toplevel : 1;
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bool drawing : 1;
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bool block_transform_notify : 1;
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bool behind : 1;
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bool use_parent_material : 1;
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bool notify_local_transform : 1;
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bool notify_transform : 1;
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bool font_sdf_selected : 1;
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mutable bool global_invalid : 1;
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Ref<Material> material;
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mutable Transform2D global_transform;
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void _toplevel_raise_self();
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void _toplevel_visibility_changed(bool p_visible);
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void _propagate_visibility_changed(bool p_visible);
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void _update_callback();
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void _enter_canvas();
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void _exit_canvas();
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void _notify_transform(CanvasItem *p_node);
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virtual void _physics_interpolated_changed();
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void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
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bool _is_on_top() const { return !is_draw_behind_parent_enabled(); }
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static CanvasItem *current_item_drawn;
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protected:
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_FORCE_INLINE_ void _notify_transform() {
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if (!is_inside_tree()) {
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return;
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}
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_notify_transform(this);
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if (!block_transform_notify && notify_local_transform) {
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notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
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}
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}
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void item_rect_changed(bool p_size_changed = true);
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void set_canvas_item_use_identity_transform(bool p_enable);
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Transform2D get_global_transform_const() const;
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void _notification(int p_what);
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static void _bind_methods();
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#ifdef DEV_ENABLED
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virtual void _name_changed_notify();
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#endif
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
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NOTIFICATION_DRAW = 30,
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NOTIFICATION_VISIBILITY_CHANGED = 31,
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NOTIFICATION_ENTER_CANVAS = 32,
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NOTIFICATION_EXIT_CANVAS = 33,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
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NOTIFICATION_WORLD_2D_CHANGED = 36,
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};
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/* EDITOR */
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#ifdef TOOLS_ENABLED
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// Select the node
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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// Save and restore a CanvasItem state
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virtual void _edit_set_state(const Dictionary &p_state){};
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virtual Dictionary _edit_get_state() const { return Dictionary(); };
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// Used to move the node
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virtual void _edit_set_position(const Point2 &p_position) = 0;
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virtual Point2 _edit_get_position() const = 0;
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// Used to scale the node
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virtual void _edit_set_scale(const Size2 &p_scale) = 0;
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virtual Size2 _edit_get_scale() const = 0;
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// Used to rotate the node
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virtual bool _edit_use_rotation() const { return false; };
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virtual void _edit_set_rotation(float p_rotation){};
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virtual float _edit_get_rotation() const { return 0.0; };
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// Used to resize/move the node
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virtual bool _edit_use_rect() const { return false; }; // MAYBE REPLACE BY A _edit_get_editmode()
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virtual void _edit_set_rect(const Rect2 &p_rect){};
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virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
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virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; // LOOKS WEIRD
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// Used to set a pivot
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virtual bool _edit_use_pivot() const { return false; };
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virtual void _edit_set_pivot(const Point2 &p_pivot){};
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virtual Point2 _edit_get_pivot() const { return Point2(); };
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virtual Transform2D _edit_get_transform() const;
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#endif
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void update_draw_order();
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/* VISIBILITY */
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void set_visible(bool p_visible);
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bool is_visible() const;
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bool is_visible_in_tree() const;
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void show();
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void hide();
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void update();
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virtual void set_light_mask(int p_light_mask);
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int get_light_mask() const;
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void set_modulate(const Color &p_modulate);
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Color get_modulate() const;
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void set_self_modulate(const Color &p_self_modulate);
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Color get_self_modulate() const;
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/* DRAWING API */
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void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
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void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
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void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
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void draw_arc(const Vector2 &p_center, float p_radius, float p_start_angle, float p_end_angle, int p_point_count, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
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void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
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void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
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void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, float p_width = 1.0, bool p_antialiased = false);
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void draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color);
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void draw_texture(const Ref<Texture> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1), const Ref<Texture> &p_normal_map = Ref<Texture>());
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void draw_texture_rect(const Ref<Texture> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>());
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void draw_texture_rect_region(const Ref<Texture> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = false);
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void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect);
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void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture> p_texture = Ref<Texture>(), float p_width = 1, const Ref<Texture> &p_normal_map = Ref<Texture>());
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void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture> p_texture = Ref<Texture>(), const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_antialiased = false);
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void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture> p_texture = Ref<Texture>(), const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_antialiased = false);
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void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture> &p_texture, const Ref<Texture> &p_normal_map, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1));
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void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture> &p_texture, const Ref<Texture> &p_normal_map);
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void select_font(const Ref<Font> &p_font);
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void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate = Color(1, 1, 1), int p_clip_w = -1);
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float draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", const Color &p_modulate = Color(1, 1, 1));
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void draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale);
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void draw_set_transform_matrix(const Transform2D &p_matrix);
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static CanvasItem *get_current_item_drawn();
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/* RECT / TRANSFORM */
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void set_as_toplevel(bool p_toplevel);
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bool is_set_as_toplevel() const;
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void set_draw_behind_parent(bool p_enable);
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bool is_draw_behind_parent_enabled() const;
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CanvasItem *get_parent_item() const;
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virtual Transform2D get_transform() const = 0;
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virtual Transform2D get_global_transform() const;
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virtual Transform2D get_global_transform_with_canvas() const;
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CanvasItem *get_toplevel() const;
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_FORCE_INLINE_ RID get_canvas_item() const {
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return canvas_item;
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}
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void set_block_transform_notify(bool p_enable);
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bool is_block_transform_notify_enabled() const;
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Transform2D get_canvas_transform() const;
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Transform2D get_viewport_transform() const;
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Rect2 get_viewport_rect() const;
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RID get_viewport_rid() const;
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RID get_canvas() const;
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ObjectID get_canvas_layer_instance_id() const;
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Ref<World2D> get_world_2d() const;
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virtual void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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virtual void set_use_parent_material(bool p_use_parent_material);
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bool get_use_parent_material() const;
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Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
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Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
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Vector2 get_global_mouse_position() const;
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Vector2 get_local_mouse_position() const;
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void set_notify_local_transform(bool p_enable);
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bool is_local_transform_notification_enabled() const;
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void set_notify_transform(bool p_enable);
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bool is_transform_notification_enabled() const;
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void force_update_transform();
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// Used by control nodes to retrieve the parent's anchorable area
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virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
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int get_canvas_layer() const;
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CanvasItem();
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~CanvasItem();
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};
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VARIANT_ENUM_CAST(CanvasItem::BlendMode);
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#endif // CANVAS_ITEM_H
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