godot/scene/2d/visibility_notifier_2d.cpp

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/*************************************************************************/
/* visibility_notifier_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "visibility_notifier_2d.h"
#include "core/engine.h"
#include "particles_2d.h"
#include "scene/2d/animated_sprite.h"
#include "scene/2d/physics_body_2d.h"
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#include "scene/animation/animation_player.h"
#include "scene/main/viewport.h"
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#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
Rect2 VisibilityNotifier2D::_edit_get_rect() const {
return rect;
}
bool VisibilityNotifier2D::_edit_use_rect() const {
return true;
}
#endif
void VisibilityNotifier2D::_enter_viewport(Viewport *p_viewport) {
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ERR_FAIL_COND(viewports.has(p_viewport));
viewports.insert(p_viewport);
if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
return;
}
if (viewports.size() == 1) {
emit_signal(SceneStringNames::get_singleton()->screen_entered);
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_screen_enter();
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}
emit_signal(SceneStringNames::get_singleton()->viewport_entered, p_viewport);
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}
void VisibilityNotifier2D::_exit_viewport(Viewport *p_viewport) {
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ERR_FAIL_COND(!viewports.has(p_viewport));
viewports.erase(p_viewport);
if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) {
return;
}
emit_signal(SceneStringNames::get_singleton()->viewport_exited, p_viewport);
if (viewports.size() == 0) {
emit_signal(SceneStringNames::get_singleton()->screen_exited);
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_screen_exit();
}
}
void VisibilityNotifier2D::set_rect(const Rect2 &p_rect) {
rect = p_rect;
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if (is_inside_tree()) {
get_world_2d()->_update_notifier(this, get_global_transform().xform(rect));
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if (Engine::get_singleton()->is_editor_hint()) {
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update();
item_rect_changed();
}
}
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_change_notify("rect");
}
Rect2 VisibilityNotifier2D::get_rect() const {
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return rect;
}
void VisibilityNotifier2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
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//get_world_2d()->
get_world_2d()->_register_notifier(this, get_global_transform().xform(rect));
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} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
//get_world_2d()->
get_world_2d()->_update_notifier(this, get_global_transform().xform(rect));
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} break;
case NOTIFICATION_DRAW: {
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if (Engine::get_singleton()->is_editor_hint()) {
draw_rect(rect, Color(1, 0.5, 1, 0.2));
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}
} break;
case NOTIFICATION_EXIT_TREE: {
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get_world_2d()->_remove_notifier(this);
} break;
}
}
bool VisibilityNotifier2D::is_on_screen() const {
return viewports.size() > 0;
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}
void VisibilityNotifier2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_rect", "rect"), &VisibilityNotifier2D::set_rect);
ClassDB::bind_method(D_METHOD("get_rect"), &VisibilityNotifier2D::get_rect);
ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibilityNotifier2D::is_on_screen);
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ADD_PROPERTY(PropertyInfo(Variant::RECT2, "rect"), "set_rect", "get_rect");
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ADD_SIGNAL(MethodInfo("viewport_entered", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport")));
ADD_SIGNAL(MethodInfo("viewport_exited", PropertyInfo(Variant::OBJECT, "viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport")));
ADD_SIGNAL(MethodInfo("screen_entered"));
ADD_SIGNAL(MethodInfo("screen_exited"));
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}
VisibilityNotifier2D::VisibilityNotifier2D() {
rect = Rect2(-10, -10, 20, 20);
set_notify_transform(true);
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}
//////////////////////////////////////
void VisibilityEnabler2D::_screen_enter() {
for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
_change_node_state(E->key(), true);
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}
if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) {
get_parent()->set_physics_process(true);
}
if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) {
get_parent()->set_process(true);
}
visible = true;
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}
void VisibilityEnabler2D::_screen_exit() {
for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
_change_node_state(E->key(), false);
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}
if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) {
get_parent()->set_physics_process(false);
}
if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) {
get_parent()->set_process(false);
}
visible = false;
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}
void VisibilityEnabler2D::_find_nodes(Node *p_node) {
bool add = false;
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Variant meta;
{
RigidBody2D *rb2d = Object::cast_to<RigidBody2D>(p_node);
if (rb2d && ((rb2d->get_mode() == RigidBody2D::MODE_CHARACTER || rb2d->get_mode() == RigidBody2D::MODE_RIGID))) {
add = true;
meta = rb2d->get_mode();
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}
}
{
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
add = true;
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}
}
{
AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
if (as) {
add = true;
}
}
{
Particles2D *ps = Object::cast_to<Particles2D>(p_node);
if (ps) {
add = true;
}
}
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if (add) {
p_node->connect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed", varray(p_node), CONNECT_ONESHOT);
nodes[p_node] = meta;
_change_node_state(p_node, false);
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}
for (int i = 0; i < p_node->get_child_count(); i++) {
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Node *c = p_node->get_child(i);
if (c->get_filename() != String()) {
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continue; //skip, instance
}
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_find_nodes(c);
}
}
void VisibilityEnabler2D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
if (Engine::get_singleton()->is_editor_hint()) {
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return;
}
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Node *from = this;
//find where current scene starts
while (from->get_parent() && from->get_filename() == String()) {
from = from->get_parent();
}
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_find_nodes(from);
// We need to defer the call of set_process and set_physics_process,
// otherwise they are overwritten inside NOTIFICATION_READY.
// We can't use call_deferred, because it happens after a physics frame.
// The ready signal works as it's emitted immediately after NOTIFICATION_READY.
if (enabler[ENABLER_PARENT_PHYSICS_PROCESS] && get_parent()) {
get_parent()->connect(SceneStringNames::get_singleton()->ready,
get_parent(), "set_physics_process", varray(false), CONNECT_REFERENCE_COUNTED);
}
if (enabler[ENABLER_PARENT_PROCESS] && get_parent()) {
get_parent()->connect(SceneStringNames::get_singleton()->ready,
get_parent(), "set_process", varray(false), CONNECT_REFERENCE_COUNTED);
}
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}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (Engine::get_singleton()->is_editor_hint()) {
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return;
}
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for (Map<Node *, Variant>::Element *E = nodes.front(); E; E = E->next()) {
if (!visible) {
_change_node_state(E->key(), true);
}
E->key()->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed");
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}
nodes.clear();
}
}
void VisibilityEnabler2D::_change_node_state(Node *p_node, bool p_enabled) {
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ERR_FAIL_COND(!nodes.has(p_node));
if (enabler[ENABLER_FREEZE_BODIES]) {
RigidBody2D *rb = Object::cast_to<RigidBody2D>(p_node);
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if (rb) {
rb->set_sleeping(!p_enabled);
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}
}
if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(p_node);
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if (ap) {
ap->set_active(p_enabled);
}
}
if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
AnimatedSprite *as = Object::cast_to<AnimatedSprite>(p_node);
if (as) {
if (p_enabled) {
as->play();
} else {
as->stop();
}
}
}
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if (enabler[ENABLER_PAUSE_PARTICLES]) {
Particles2D *ps = Object::cast_to<Particles2D>(p_node);
if (ps) {
ps->set_emitting(p_enabled);
}
}
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}
void VisibilityEnabler2D::_node_removed(Node *p_node) {
if (!visible) {
_change_node_state(p_node, true);
}
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nodes.erase(p_node);
}
String VisibilityEnabler2D::get_configuration_warning() const {
String warning = VisibilityNotifier2D::get_configuration_warning();
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#ifdef TOOLS_ENABLED
if (is_inside_tree() && get_parent() && (get_parent()->get_filename() == String() && get_parent() != get_tree()->get_edited_scene_root())) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("VisibilityEnabler2D works best when used with the edited scene root directly as parent.");
}
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#endif
return warning;
}
void VisibilityEnabler2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabler", "enabler", "enabled"), &VisibilityEnabler2D::set_enabler);
ClassDB::bind_method(D_METHOD("is_enabler_enabled", "enabler"), &VisibilityEnabler2D::is_enabler_enabled);
ClassDB::bind_method(D_METHOD("_node_removed"), &VisibilityEnabler2D::_node_removed);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animations"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATIONS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "freeze_bodies"), "set_enabler", "is_enabler_enabled", ENABLER_FREEZE_BODIES);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_particles"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_PARTICLES);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "pause_animated_sprites"), "set_enabler", "is_enabler_enabled", ENABLER_PAUSE_ANIMATED_SPRITES);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "process_parent"), "set_enabler", "is_enabler_enabled", ENABLER_PARENT_PROCESS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "physics_process_parent"), "set_enabler", "is_enabler_enabled", ENABLER_PARENT_PHYSICS_PROCESS);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATIONS);
BIND_ENUM_CONSTANT(ENABLER_FREEZE_BODIES);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_PARTICLES);
BIND_ENUM_CONSTANT(ENABLER_PARENT_PROCESS);
BIND_ENUM_CONSTANT(ENABLER_PARENT_PHYSICS_PROCESS);
BIND_ENUM_CONSTANT(ENABLER_PAUSE_ANIMATED_SPRITES);
BIND_ENUM_CONSTANT(ENABLER_MAX);
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}
void VisibilityEnabler2D::set_enabler(Enabler p_enabler, bool p_enable) {
ERR_FAIL_INDEX(p_enabler, ENABLER_MAX);
enabler[p_enabler] = p_enable;
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}
bool VisibilityEnabler2D::is_enabler_enabled(Enabler p_enabler) const {
ERR_FAIL_INDEX_V(p_enabler, ENABLER_MAX, false);
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return enabler[p_enabler];
}
VisibilityEnabler2D::VisibilityEnabler2D() {
for (int i = 0; i < ENABLER_MAX; i++) {
enabler[i] = true;
}
enabler[ENABLER_PARENT_PROCESS] = false;
enabler[ENABLER_PARENT_PHYSICS_PROCESS] = false;
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visible = false;
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}