818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
601 lines
16 KiB
C++
601 lines
16 KiB
C++
/*************************************************************************/
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/* viewport.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 VIEWPORT_H
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#define VIEWPORT_H
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#include "core/math/transform_2d.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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#include "scene/resources/world_2d.h"
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#include "servers/visual_server.h"
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class Camera;
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class Camera2D;
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class Listener;
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class Listener2D;
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class Control;
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class CanvasItem;
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class CanvasLayer;
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class Panel;
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class Label;
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class Timer;
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class Viewport;
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class CollisionObject;
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class SceneTreeTimer;
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class ViewportTexture : public Texture {
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GDCLASS(ViewportTexture, Texture);
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NodePath path;
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friend class Viewport;
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Viewport *vp;
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uint32_t flags;
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RID proxy;
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protected:
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static void _bind_methods();
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public:
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void set_viewport_path_in_scene(const NodePath &p_path);
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NodePath get_viewport_path_in_scene() const;
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virtual void setup_local_to_scene();
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virtual int get_width() const;
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virtual int get_height() const;
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virtual Size2 get_size() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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virtual void set_flags(uint32_t p_flags);
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virtual uint32_t get_flags() const;
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virtual Ref<Image> get_data() const;
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ViewportTexture();
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~ViewportTexture();
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};
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class Viewport : public Node {
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GDCLASS(Viewport, Node);
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public:
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enum UpdateMode {
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UPDATE_DISABLED,
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UPDATE_ONCE, //then goes to disabled
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UPDATE_WHEN_VISIBLE, // default
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UPDATE_ALWAYS
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};
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enum ShadowAtlasQuadrantSubdiv {
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SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
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SHADOW_ATLAS_QUADRANT_SUBDIV_1,
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SHADOW_ATLAS_QUADRANT_SUBDIV_4,
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SHADOW_ATLAS_QUADRANT_SUBDIV_16,
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SHADOW_ATLAS_QUADRANT_SUBDIV_64,
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SHADOW_ATLAS_QUADRANT_SUBDIV_256,
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SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
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SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
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};
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enum MSAA {
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MSAA_DISABLED,
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MSAA_2X,
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MSAA_4X,
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MSAA_8X,
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MSAA_16X,
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};
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enum Usage {
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USAGE_2D,
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USAGE_2D_NO_SAMPLING,
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USAGE_3D,
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USAGE_3D_NO_EFFECTS,
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};
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enum RenderInfo {
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RENDER_INFO_OBJECTS_IN_FRAME,
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RENDER_INFO_VERTICES_IN_FRAME,
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RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
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RENDER_INFO_SHADER_CHANGES_IN_FRAME,
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RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
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RENDER_INFO_DRAW_CALLS_IN_FRAME,
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RENDER_INFO_2D_ITEMS_IN_FRAME,
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RENDER_INFO_2D_DRAW_CALLS_IN_FRAME,
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RENDER_INFO_MAX
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};
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enum DebugDraw {
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DEBUG_DRAW_DISABLED,
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DEBUG_DRAW_UNSHADED,
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DEBUG_DRAW_OVERDRAW,
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DEBUG_DRAW_WIREFRAME,
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};
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enum ClearMode {
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CLEAR_MODE_ALWAYS,
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CLEAR_MODE_NEVER,
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CLEAR_MODE_ONLY_NEXT_FRAME
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};
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private:
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friend class ViewportTexture;
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Viewport *parent;
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Listener *listener;
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Set<Listener *> listeners;
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bool arvr;
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struct CameraOverrideData {
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Transform transform;
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enum Projection {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL
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};
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Projection projection;
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float fov;
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float size;
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float z_near;
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float z_far;
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RID rid;
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operator bool() const {
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return rid != RID();
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}
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} camera_override;
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Camera *camera;
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Set<Camera *> cameras;
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Listener2D *listener_2d = nullptr;
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Set<CanvasLayer *> canvas_layers;
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RID viewport;
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RID current_canvas;
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bool audio_listener;
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RID internal_listener;
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bool audio_listener_2d;
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RID internal_listener_2d;
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bool override_canvas_transform;
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Transform2D canvas_transform_override;
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Transform2D canvas_transform;
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Transform2D global_canvas_transform;
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Transform2D stretch_transform;
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Size2 size;
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Rect2 to_screen_rect;
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bool render_direct_to_screen;
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RID contact_2d_debug;
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RID contact_3d_debug_multimesh;
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RID contact_3d_debug_instance;
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bool size_override;
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bool size_override_stretch;
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Size2 size_override_size;
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Size2 size_override_margin;
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Rect2 last_vp_rect;
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bool transparent_bg;
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bool vflip;
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ClearMode clear_mode;
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bool filter;
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bool gen_mipmaps;
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bool snap_controls_to_pixels;
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bool physics_object_picking;
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List<Ref<InputEvent>> physics_picking_events;
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ObjectID physics_object_capture;
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ObjectID physics_object_over;
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Transform physics_last_object_transform;
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Transform physics_last_camera_transform;
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ObjectID physics_last_id;
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bool physics_has_last_mousepos;
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Vector2 physics_last_mousepos;
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struct {
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bool alt;
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bool control;
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bool shift;
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bool meta;
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int mouse_mask;
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} physics_last_mouse_state;
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void _collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
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bool handle_input_locally;
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bool local_input_handled;
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Map<ObjectID, uint64_t> physics_2d_mouseover;
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Ref<World2D> world_2d;
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Ref<World> world;
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Ref<World> own_world;
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StringName input_group;
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StringName gui_input_group;
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StringName unhandled_input_group;
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StringName unhandled_key_input_group;
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void _update_listener();
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void _update_listener_2d();
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void _propagate_enter_world(Node *p_node);
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void _propagate_exit_world(Node *p_node);
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void _propagate_viewport_notification(Node *p_node, int p_what);
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void _update_stretch_transform();
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void _update_global_transform();
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bool disable_3d;
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bool keep_3d_linear;
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UpdateMode update_mode;
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RID texture_rid;
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uint32_t texture_flags;
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DebugDraw debug_draw;
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Usage usage;
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int shadow_atlas_size;
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ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
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MSAA msaa;
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bool use_fxaa;
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bool use_debanding;
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float sharpen_intensity;
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bool hdr;
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bool use_32_bpc_depth;
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Ref<ViewportTexture> default_texture;
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Set<ViewportTexture *> viewport_textures;
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struct GUI {
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// info used when this is a window
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bool key_event_accepted;
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Control *mouse_focus;
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Control *last_mouse_focus;
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Control *mouse_click_grabber;
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int mouse_focus_mask;
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Control *key_focus;
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Control *mouse_over;
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Control *tooltip_control;
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Control *tooltip_popup;
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Label *tooltip_label;
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Point2 tooltip_pos;
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Point2 last_mouse_pos;
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Point2 drag_accum;
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bool drag_attempted;
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Variant drag_data;
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ObjectID drag_preview_id;
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Ref<SceneTreeTimer> tooltip_timer;
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float tooltip_delay;
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List<Control *> modal_stack;
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Transform2D focus_inv_xform;
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bool subwindow_order_dirty;
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bool subwindow_visibility_dirty;
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List<Control *> subwindows; // visible subwindows
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List<Control *> all_known_subwindows;
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bool roots_order_dirty;
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List<Control *> roots;
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int canvas_sort_index; //for sorting items with canvas as root
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bool dragging;
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bool drag_successful;
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GUI();
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} gui;
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bool disable_input;
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void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
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void _gui_call_notification(Control *p_control, int p_what);
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void _gui_prepare_subwindows();
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void _gui_sort_subwindows();
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void _gui_sort_roots();
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void _gui_sort_modal_stack();
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Control *_gui_find_control(const Point2 &p_global);
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Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
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void _gui_input_event(Ref<InputEvent> p_event);
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void _gui_cleanup_internal_state(Ref<InputEvent> p_event);
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void update_worlds();
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_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
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void _vp_input(const Ref<InputEvent> &p_ev);
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void _vp_input_text(const String &p_text);
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void _vp_unhandled_input(const Ref<InputEvent> &p_ev);
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Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
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friend class Control;
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List<Control *>::Element *_gui_add_root_control(Control *p_control);
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List<Control *>::Element *_gui_add_subwindow_control(Control *p_control);
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void _gui_set_subwindow_order_dirty();
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void _gui_set_root_order_dirty();
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void _gui_remove_modal_control(List<Control *>::Element *MI);
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void _gui_remove_from_modal_stack(List<Control *>::Element *MI, ObjectID p_prev_focus_owner);
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void _gui_remove_root_control(List<Control *>::Element *RI);
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void _gui_remove_subwindow_control(List<Control *>::Element *SI);
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String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_tooltip_owner = nullptr);
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void _gui_cancel_tooltip();
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void _gui_show_tooltip();
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void _gui_remove_control(Control *p_control);
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void _gui_hid_control(Control *p_control);
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void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
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void _gui_set_drag_preview(Control *p_base, Control *p_control);
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Control *_gui_get_drag_preview();
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bool _gui_is_modal_on_top(const Control *p_control);
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List<Control *>::Element *_gui_show_modal(Control *p_control);
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void _gui_remove_focus();
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void _gui_unfocus_control(Control *p_control);
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bool _gui_control_has_focus(const Control *p_control);
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void _gui_control_grab_focus(Control *p_control);
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void _gui_grab_click_focus(Control *p_control);
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void _post_gui_grab_click_focus();
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void _gui_accept_event();
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Control *_gui_get_focus_owner();
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Vector2 _get_window_offset() const;
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bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
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friend class Listener;
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void _listener_transform_changed_notify();
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void _listener_set(Listener *p_listener);
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bool _listener_add(Listener *p_listener); //true if first
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void _listener_remove(Listener *p_listener);
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void _listener_make_next_current(Listener *p_exclude);
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friend class Camera;
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void _camera_transform_changed_notify();
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void _camera_set(Camera *p_camera);
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bool _camera_add(Camera *p_camera); //true if first
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void _camera_remove(Camera *p_camera);
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void _camera_make_next_current(Camera *p_exclude);
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friend class Listener2D;
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void _listener_2d_set(Listener2D *p_listener);
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void _listener_2d_remove(Listener2D *p_listener);
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friend class CanvasLayer;
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void _canvas_layer_add(CanvasLayer *p_canvas_layer);
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void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
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void _drop_mouse_focus();
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void _drop_mouse_over();
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void _drop_physics_mouseover(bool p_paused_only = false);
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void _update_canvas_items(Node *p_node);
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void _own_world_changed();
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protected:
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void _notification(int p_what);
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void _process_picking(bool p_ignore_paused);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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Listener *get_listener() const;
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Camera *get_camera() const;
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void enable_camera_override(bool p_enable);
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bool is_camera_override_enabled() const;
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void set_camera_override_transform(const Transform &p_transform);
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Transform get_camera_override_transform() const;
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void set_camera_override_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
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void set_camera_override_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_use_arvr(bool p_use_arvr);
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bool use_arvr();
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void set_as_audio_listener(bool p_enable);
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bool is_audio_listener() const;
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Listener2D *get_listener_2d() const;
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void set_as_audio_listener_2d(bool p_enable);
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bool is_audio_listener_2d() const;
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void set_size(const Size2 &p_size);
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void update_canvas_items();
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Size2 get_size() const;
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Rect2 get_visible_rect() const;
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RID get_viewport_rid() const;
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void set_world(const Ref<World> &p_world);
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void set_world_2d(const Ref<World2D> &p_world_2d);
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Ref<World> get_world() const;
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Ref<World> find_world() const;
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Ref<World2D> get_world_2d() const;
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Ref<World2D> find_world_2d() const;
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void enable_canvas_transform_override(bool p_enable);
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bool is_canvas_transform_override_enbled() const;
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void set_canvas_transform_override(const Transform2D &p_transform);
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Transform2D get_canvas_transform_override() const;
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void set_canvas_transform(const Transform2D &p_transform);
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Transform2D get_canvas_transform() const;
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void set_global_canvas_transform(const Transform2D &p_transform);
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Transform2D get_global_canvas_transform() const;
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Transform2D get_final_transform() const;
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void set_transparent_background(bool p_enable);
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bool has_transparent_background() const;
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void set_size_override(bool p_enable, const Size2 &p_size = Size2(-1, -1), const Vector2 &p_margin = Vector2());
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Size2 get_size_override() const;
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bool is_size_override_enabled() const;
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void set_size_override_stretch(bool p_enable);
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bool is_size_override_stretch_enabled() const;
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void set_vflip(bool p_enable);
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bool get_vflip() const;
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void set_clear_mode(ClearMode p_mode);
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ClearMode get_clear_mode() const;
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void set_update_mode(UpdateMode p_mode);
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UpdateMode get_update_mode() const;
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Ref<ViewportTexture> get_texture() const;
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void set_shadow_atlas_size(int p_size);
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int get_shadow_atlas_size() const;
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void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
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ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
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void set_msaa(MSAA p_msaa);
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MSAA get_msaa() const;
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void set_use_fxaa(bool p_fxaa);
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bool get_use_fxaa() const;
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void set_use_debanding(bool p_debanding);
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bool get_use_debanding() const;
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void set_sharpen_intensity(float p_intensity);
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float get_sharpen_intensity() const;
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void set_hdr(bool p_hdr);
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bool get_hdr() const;
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void set_use_32_bpc_depth(bool p_enable);
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bool is_using_32_bpc_depth() const;
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
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Vector2 get_camera_rect_size() const;
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void set_use_own_world(bool p_use_own_world);
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bool is_using_own_world() const;
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void input(const Ref<InputEvent> &p_event);
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void unhandled_input(const Ref<InputEvent> &p_event);
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void set_disable_input(bool p_disable);
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bool is_input_disabled() const;
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void set_disable_3d(bool p_disable);
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bool is_3d_disabled() const;
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void set_keep_3d_linear(bool p_keep_3d_linear);
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bool get_keep_3d_linear() const;
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void set_attach_to_screen_rect(const Rect2 &p_rect);
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Rect2 get_attach_to_screen_rect() const;
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void set_use_render_direct_to_screen(bool p_render_direct_to_screen);
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bool is_using_render_direct_to_screen() const;
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Vector2 get_mouse_position() const;
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void warp_mouse(const Vector2 &p_pos);
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void set_physics_object_picking(bool p_enable);
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bool get_physics_object_picking();
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bool gui_has_modal_stack() const;
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Variant gui_get_drag_data() const;
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Control *get_modal_stack_top() const;
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void gui_reset_canvas_sort_index();
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int gui_get_canvas_sort_index();
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virtual String get_configuration_warning() const;
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void set_usage(Usage p_usage);
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Usage get_usage() const;
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void set_debug_draw(DebugDraw p_debug_draw);
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DebugDraw get_debug_draw() const;
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int get_render_info(RenderInfo p_info);
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void set_snap_controls_to_pixels(bool p_enable);
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bool is_snap_controls_to_pixels_enabled() const;
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void _subwindow_visibility_changed();
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void set_input_as_handled();
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bool is_input_handled() const;
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void set_handle_input_locally(bool p_enable);
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bool is_handling_input_locally() const;
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bool gui_is_dragging() const;
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bool gui_is_drag_successful() const;
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Viewport();
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~Viewport();
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};
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VARIANT_ENUM_CAST(Viewport::UpdateMode);
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VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
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VARIANT_ENUM_CAST(Viewport::MSAA);
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VARIANT_ENUM_CAST(Viewport::Usage);
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VARIANT_ENUM_CAST(Viewport::DebugDraw);
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VARIANT_ENUM_CAST(Viewport::ClearMode);
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VARIANT_ENUM_CAST(Viewport::RenderInfo);
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#endif // VIEWPORT_H
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