426 lines
16 KiB
C++
426 lines
16 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 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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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 override;
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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 override;
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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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public:
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enum TextureFilter {
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TEXTURE_FILTER_PARENT_NODE,
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TEXTURE_FILTER_NEAREST,
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TEXTURE_FILTER_LINEAR,
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TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
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TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
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TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
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TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
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TEXTURE_FILTER_MAX
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};
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enum TextureRepeat {
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TEXTURE_REPEAT_PARENT_NODE,
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TEXTURE_REPEAT_DISABLED,
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TEXTURE_REPEAT_ENABLED,
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TEXTURE_REPEAT_MIRROR,
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TEXTURE_REPEAT_MAX,
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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 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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Window *window;
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bool first_draw;
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bool visible;
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bool pending_update;
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bool top_level;
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bool drawing;
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bool block_transform_notify;
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bool behind;
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bool use_parent_material;
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bool notify_local_transform;
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bool notify_transform;
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RS::CanvasItemTextureFilter texture_filter_cache;
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RS::CanvasItemTextureRepeat texture_repeat_cache;
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TextureFilter texture_filter;
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TextureRepeat texture_repeat;
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Ref<Material> material;
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mutable Transform2D global_transform;
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mutable bool global_invalid;
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void _toplevel_raise_self();
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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 _window_visibility_changed();
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void _notify_transform(CanvasItem *p_node);
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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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friend class Viewport;
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void _update_texture_repeat_changed(bool p_propagate);
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void _update_texture_filter_changed(bool p_propagate);
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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 _notification(int p_what);
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static void _bind_methods();
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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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/* 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);
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void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0);
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void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
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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);
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void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0);
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void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
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void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, float p_width = 1.0);
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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<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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void draw_texture_rect(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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void draw_texture_rect_region(const Ref<Texture2D> &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<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), bool p_clip_uv = false, TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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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<Texture2D> p_texture = Ref<Texture2D>(), float p_width = 1, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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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<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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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<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
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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 = 0.0, const Size2 &p_scale = Size2(1.0, 1.0));
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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_top_level(bool p_toplevel);
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bool is_set_as_top_level() 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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virtual Transform2D get_screen_transform() const;
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CanvasItem *get_top_level() 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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virtual void set_texture_filter(TextureFilter p_texture_filter);
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TextureFilter get_texture_filter() const;
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virtual void set_texture_repeat(TextureRepeat p_texture_repeat);
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TextureRepeat get_texture_repeat() const;
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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::TextureFilter)
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VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
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#endif // CANVAS_ITEM_H
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