godot/scene/main/viewport.h

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/*************************************************************************/
/* viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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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#ifndef VIEWPORT_H
#define VIEWPORT_H
#include "scene/main/node.h"
#include "scene/resources/texture.h"
#ifndef _3D_DISABLED
class Camera3D;
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class CollisionObject3D;
class AudioListener3D;
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class World3D;
#endif // _3D_DISABLED
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class AudioListener2D;
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class Camera2D;
class CanvasItem;
class CanvasLayer;
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class Control;
class Label;
class SceneTreeTimer;
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class Viewport;
class Window;
class World2D;
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class ViewportTexture : public Texture2D {
GDCLASS(ViewportTexture, Texture2D);
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NodePath path;
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friend class Viewport;
Viewport *vp = nullptr;
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mutable RID proxy_ph;
mutable RID proxy;
protected:
static void _bind_methods();
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public:
void set_viewport_path_in_scene(const NodePath &p_path);
NodePath get_viewport_path_in_scene() const;
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virtual void setup_local_to_scene() override;
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virtual int get_width() const override;
virtual int get_height() const override;
virtual Size2 get_size() const override;
virtual RID get_rid() const override;
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virtual bool has_alpha() const override;
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virtual Ref<Image> get_image() const override;
ViewportTexture();
~ViewportTexture();
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};
class Viewport : public Node {
GDCLASS(Viewport, Node);
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public:
enum Scaling3DMode {
SCALING_3D_MODE_BILINEAR,
SCALING_3D_MODE_FSR,
SCALING_3D_MODE_MAX
};
enum PositionalShadowAtlasQuadrantSubdiv {
SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
SHADOW_ATLAS_QUADRANT_SUBDIV_1,
SHADOW_ATLAS_QUADRANT_SUBDIV_4,
SHADOW_ATLAS_QUADRANT_SUBDIV_16,
SHADOW_ATLAS_QUADRANT_SUBDIV_64,
SHADOW_ATLAS_QUADRANT_SUBDIV_256,
SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
};
enum MSAA {
MSAA_DISABLED,
MSAA_2X,
MSAA_4X,
MSAA_8X,
// 16x MSAA is not supported due to its high cost and driver bugs.
MSAA_MAX
};
enum ScreenSpaceAA {
SCREEN_SPACE_AA_DISABLED,
SCREEN_SPACE_AA_FXAA,
SCREEN_SPACE_AA_MAX
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};
enum RenderInfo {
RENDER_INFO_OBJECTS_IN_FRAME,
RENDER_INFO_PRIMITIVES_IN_FRAME,
RENDER_INFO_DRAW_CALLS_IN_FRAME,
RENDER_INFO_MAX
};
enum RenderInfoType {
RENDER_INFO_TYPE_VISIBLE,
RENDER_INFO_TYPE_SHADOW,
RENDER_INFO_TYPE_MAX
};
enum DebugDraw {
DEBUG_DRAW_DISABLED,
DEBUG_DRAW_UNSHADED,
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DEBUG_DRAW_LIGHTING,
DEBUG_DRAW_OVERDRAW,
DEBUG_DRAW_WIREFRAME,
DEBUG_DRAW_NORMAL_BUFFER,
DEBUG_DRAW_VOXEL_GI_ALBEDO,
DEBUG_DRAW_VOXEL_GI_LIGHTING,
DEBUG_DRAW_VOXEL_GI_EMISSION,
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DEBUG_DRAW_SHADOW_ATLAS,
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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DEBUG_DRAW_SCENE_LUMINANCE,
DEBUG_DRAW_SSAO,
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DEBUG_DRAW_SSIL,
DEBUG_DRAW_PSSM_SPLITS,
DEBUG_DRAW_DECAL_ATLAS,
DEBUG_DRAW_SDFGI,
DEBUG_DRAW_SDFGI_PROBES,
DEBUG_DRAW_GI_BUFFER,
DEBUG_DRAW_DISABLE_LOD,
DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
DEBUG_DRAW_CLUSTER_DECALS,
DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
DEBUG_DRAW_OCCLUDERS,
DEBUG_DRAW_MOTION_VECTORS,
};
enum DefaultCanvasItemTextureFilter {
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX
};
enum DefaultCanvasItemTextureRepeat {
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX,
};
enum SDFOversize {
SDF_OVERSIZE_100_PERCENT,
SDF_OVERSIZE_120_PERCENT,
SDF_OVERSIZE_150_PERCENT,
SDF_OVERSIZE_200_PERCENT,
SDF_OVERSIZE_MAX
};
enum SDFScale {
SDF_SCALE_100_PERCENT,
SDF_SCALE_50_PERCENT,
SDF_SCALE_25_PERCENT,
SDF_SCALE_MAX
};
enum {
SUBWINDOW_CANVAS_LAYER = 1024
};
enum VRSMode {
VRS_DISABLED,
VRS_TEXTURE,
VRS_XR,
VRS_MAX
};
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private:
friend class ViewportTexture;
Viewport *parent = nullptr;
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AudioListener2D *audio_listener_2d = nullptr;
Camera2D *camera_2d = nullptr;
HashSet<CanvasLayer *> canvas_layers;
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RID viewport;
RID current_canvas;
RID subwindow_canvas;
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bool is_audio_listener_2d_enabled = false;
RID internal_audio_listener_2d;
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bool override_canvas_transform = false;
Transform2D canvas_transform_override;
Transform2D canvas_transform;
Transform2D global_canvas_transform;
Transform2D stretch_transform;
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Size2i size = Size2i(512, 512);
Size2i size_2d_override;
bool size_allocated = false;
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RID contact_2d_debug;
RID contact_3d_debug_multimesh;
RID contact_3d_debug_instance;
Rect2 last_vp_rect;
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bool transparent_bg = false;
bool gen_mipmaps = false;
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bool snap_controls_to_pixels = true;
bool snap_2d_transforms_to_pixel = false;
bool snap_2d_vertices_to_pixel = false;
bool physics_object_picking = false;
List<Ref<InputEvent>> physics_picking_events;
ObjectID physics_object_capture;
ObjectID physics_object_over;
Transform3D physics_last_object_transform;
Transform3D physics_last_camera_transform;
ObjectID physics_last_id;
bool physics_has_last_mousepos = false;
Vector2 physics_last_mousepos = Vector2(INFINITY, INFINITY);
struct {
bool alt = false;
bool control = false;
bool shift = false;
bool meta = false;
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MouseButton mouse_mask = MouseButton::NONE;
} physics_last_mouse_state;
bool handle_input_locally = true;
bool local_input_handled = false;
// Collider to frame
HashMap<ObjectID, uint64_t> physics_2d_mouseover;
// Collider & shape to frame
HashMap<Pair<ObjectID, int>, uint64_t, PairHash<ObjectID, int>> physics_2d_shape_mouseover;
// Cleans up colliders corresponding to old frames or all of them.
void _cleanup_mouseover_colliders(bool p_clean_all_frames, bool p_paused_only, uint64_t p_frame_reference = 0);
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Ref<World2D> world_2d;
Rect2i to_screen_rect;
StringName input_group;
StringName gui_input_group;
StringName shortcut_input_group;
StringName unhandled_input_group;
StringName unhandled_key_input_group;
void _update_audio_listener_2d();
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bool disable_3d = false;
void _propagate_viewport_notification(Node *p_node, int p_what);
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void _update_global_transform();
RID texture_rid;
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DebugDraw debug_draw = DEBUG_DRAW_DISABLED;
int positional_shadow_atlas_size = 2048;
bool positional_shadow_atlas_16_bits = true;
PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quadrant_subdiv[4];
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MSAA msaa_2d = MSAA_DISABLED;
MSAA msaa_3d = MSAA_DISABLED;
ScreenSpaceAA screen_space_aa = SCREEN_SPACE_AA_DISABLED;
bool use_taa = false;
Scaling3DMode scaling_3d_mode = SCALING_3D_MODE_BILINEAR;
float scaling_3d_scale = 1.0;
float fsr_sharpness = 0.2f;
float texture_mipmap_bias = 0.0f;
bool use_debanding = false;
float mesh_lod_threshold = 1.0;
bool use_occlusion_culling = false;
Ref<ViewportTexture> default_texture;
HashSet<ViewportTexture *> viewport_textures;
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SDFOversize sdf_oversize = SDF_OVERSIZE_120_PERCENT;
SDFScale sdf_scale = SDF_SCALE_50_PERCENT;
enum SubWindowDrag {
SUB_WINDOW_DRAG_DISABLED,
SUB_WINDOW_DRAG_MOVE,
SUB_WINDOW_DRAG_CLOSE,
SUB_WINDOW_DRAG_RESIZE,
};
enum SubWindowResize {
SUB_WINDOW_RESIZE_DISABLED,
SUB_WINDOW_RESIZE_TOP_LEFT,
SUB_WINDOW_RESIZE_TOP,
SUB_WINDOW_RESIZE_TOP_RIGHT,
SUB_WINDOW_RESIZE_LEFT,
SUB_WINDOW_RESIZE_RIGHT,
SUB_WINDOW_RESIZE_BOTTOM_LEFT,
SUB_WINDOW_RESIZE_BOTTOM,
SUB_WINDOW_RESIZE_BOTTOM_RIGHT,
SUB_WINDOW_RESIZE_MAX
};
struct SubWindow {
Window *window = nullptr;
RID canvas_item;
};
// VRS
VRSMode vrs_mode = VRS_DISABLED;
Ref<Texture2D> vrs_texture;
struct GUI {
// info used when this is a window
bool forced_mouse_focus = false; //used for menu buttons
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bool mouse_in_viewport = true;
bool key_event_accepted = false;
Control *mouse_focus = nullptr;
Control *last_mouse_focus = nullptr;
Control *mouse_click_grabber = nullptr;
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MouseButton mouse_focus_mask = MouseButton::NONE;
Control *key_focus = nullptr;
Control *mouse_over = nullptr;
Control *drag_mouse_over = nullptr;
Vector2 drag_mouse_over_pos;
Control *tooltip_control = nullptr;
Window *tooltip_popup = nullptr;
Label *tooltip_label = nullptr;
Point2 tooltip_pos;
Point2 last_mouse_pos;
Point2 drag_accum;
bool drag_attempted = false;
Variant drag_data;
ObjectID drag_preview_id;
Ref<SceneTreeTimer> tooltip_timer;
double tooltip_delay = 0.0;
Transform2D focus_inv_xform;
bool roots_order_dirty = false;
List<Control *> roots;
int canvas_sort_index = 0; //for sorting items with canvas as root
bool dragging = false;
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bool drag_successful = false;
bool embed_subwindows_hint = false;
Window *subwindow_focused = nullptr;
SubWindowDrag subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
Vector2 subwindow_drag_from;
Vector2 subwindow_drag_pos;
Rect2i subwindow_drag_close_rect;
bool subwindow_drag_close_inside = false;
SubWindowResize subwindow_resize_mode;
Rect2i subwindow_resize_from_rect;
Vector<SubWindow> sub_windows; // Don't obtain references or pointers to the elements, as their location can change.
} gui;
DefaultCanvasItemTextureFilter default_canvas_item_texture_filter = DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat = DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
bool disable_input = false;
bool _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
void _gui_call_notification(Control *p_control, int p_what);
void _gui_sort_roots();
Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
void _gui_input_event(Ref<InputEvent> p_event);
void _gui_cleanup_internal_state(Ref<InputEvent> p_event);
_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
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Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
friend class Control;
List<Control *>::Element *_gui_add_root_control(Control *p_control);
void _gui_remove_root_control(List<Control *>::Element *RI);
String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_tooltip_owner = nullptr);
void _gui_cancel_tooltip();
void _gui_show_tooltip();
void _gui_remove_control(Control *p_control);
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void _gui_hide_control(Control *p_control);
void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
void _gui_set_drag_preview(Control *p_base, Control *p_control);
Control *_gui_get_drag_preview();
void _gui_remove_focus_for_window(Node *p_window);
void _gui_unfocus_control(Control *p_control);
bool _gui_control_has_focus(const Control *p_control);
void _gui_control_grab_focus(Control *p_control);
void _gui_grab_click_focus(Control *p_control);
void _post_gui_grab_click_focus();
void _gui_accept_event();
bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
friend class AudioListener2D;
void _audio_listener_2d_set(AudioListener2D *p_listener);
void _audio_listener_2d_remove(AudioListener2D *p_listener);
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friend class Camera2D;
void _camera_2d_set(Camera2D *p_camera_2d);
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friend class CanvasLayer;
void _canvas_layer_add(CanvasLayer *p_canvas_layer);
void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
void _drop_mouse_over();
void _drop_mouse_focus();
void _drop_physics_mouseover(bool p_paused_only = false);
void _update_canvas_items(Node *p_node);
void _gui_set_root_order_dirty();
friend class Window;
void _sub_window_update_order();
void _sub_window_register(Window *p_window);
void _sub_window_update(Window *p_window);
void _sub_window_grab_focus(Window *p_window);
void _sub_window_remove(Window *p_window);
int _sub_window_find(Window *p_window);
bool _sub_windows_forward_input(const Ref<InputEvent> &p_event);
SubWindowResize _sub_window_get_resize_margin(Window *p_subwindow, const Point2 &p_point);
virtual bool _can_consume_input_events() const { return true; }
uint64_t event_count = 0;
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protected:
void _set_size(const Size2i &p_size, const Size2i &p_size_2d_override, const Rect2i &p_to_screen_rect, const Transform2D &p_stretch_transform, bool p_allocated);
Size2i _get_size() const;
Size2i _get_size_2d_override() const;
bool _is_size_allocated() const;
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void _notification(int p_what);
void _process_picking();
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static void _bind_methods();
public:
uint64_t get_processed_events_count() const { return event_count; }
AudioListener2D *get_audio_listener_2d() const;
Camera2D *get_camera_2d() const;
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void set_as_audio_listener_2d(bool p_enable);
bool is_audio_listener_2d() const;
void update_canvas_items();
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Rect2 get_visible_rect() const;
RID get_viewport_rid() const;
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void set_world_2d(const Ref<World2D> &p_world_2d);
Ref<World2D> get_world_2d() const;
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Ref<World2D> find_world_2d() const;
void enable_canvas_transform_override(bool p_enable);
bool is_canvas_transform_override_enbled() const;
void set_canvas_transform_override(const Transform2D &p_transform);
Transform2D get_canvas_transform_override() const;
void set_canvas_transform(const Transform2D &p_transform);
Transform2D get_canvas_transform() const;
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void set_global_canvas_transform(const Transform2D &p_transform);
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);
bool has_transparent_background() const;
Ref<ViewportTexture> get_texture() const;
void set_positional_shadow_atlas_size(int p_size);
int get_positional_shadow_atlas_size() const;
void set_positional_shadow_atlas_16_bits(bool p_16_bits);
bool get_positional_shadow_atlas_16_bits() const;
void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
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void set_msaa_2d(MSAA p_msaa);
MSAA get_msaa_2d() const;
void set_msaa_3d(MSAA p_msaa);
MSAA get_msaa_3d() const;
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void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
ScreenSpaceAA get_screen_space_aa() const;
void set_use_taa(bool p_use_taa);
bool is_using_taa() const;
void set_scaling_3d_mode(Scaling3DMode p_scaling_3d_mode);
Scaling3DMode get_scaling_3d_mode() const;
void set_scaling_3d_scale(float p_scaling_3d_scale);
float get_scaling_3d_scale() const;
void set_fsr_sharpness(float p_fsr_sharpness);
float get_fsr_sharpness() const;
void set_texture_mipmap_bias(float p_texture_mipmap_bias);
float get_texture_mipmap_bias() const;
void set_use_debanding(bool p_use_debanding);
bool is_using_debanding() const;
void set_mesh_lod_threshold(float p_pixels);
float get_mesh_lod_threshold() const;
void set_use_occlusion_culling(bool p_us_occlusion_culling);
bool is_using_occlusion_culling() const;
Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
Vector2 get_camera_rect_size() const;
void push_text_input(const String &p_text);
void push_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
void push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
void set_disable_input(bool p_disable);
bool is_input_disabled() const;
Vector2 get_mouse_position() const;
void warp_mouse(const Vector2 &p_position);
void set_physics_object_picking(bool p_enable);
bool get_physics_object_picking();
Variant gui_get_drag_data() const;
void gui_reset_canvas_sort_index();
int gui_get_canvas_sort_index();
void gui_release_focus();
Control *gui_get_focus_owner();
TypedArray<String> get_configuration_warnings() const override;
void set_debug_draw(DebugDraw p_debug_draw);
DebugDraw get_debug_draw() const;
int get_render_info(RenderInfoType p_type, RenderInfo p_info);
void set_snap_controls_to_pixels(bool p_enable);
bool is_snap_controls_to_pixels_enabled() const;
void set_snap_2d_transforms_to_pixel(bool p_enable);
bool is_snap_2d_transforms_to_pixel_enabled() const;
void set_snap_2d_vertices_to_pixel(bool p_enable);
bool is_snap_2d_vertices_to_pixel_enabled() const;
void set_input_as_handled();
bool is_input_handled() const;
void set_handle_input_locally(bool p_enable);
bool is_handling_input_locally() const;
bool gui_is_dragging() const;
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bool gui_is_drag_successful() const;
Control *gui_find_control(const Point2 &p_global);
void set_sdf_oversize(SDFOversize p_sdf_oversize);
SDFOversize get_sdf_oversize() const;
void set_sdf_scale(SDFScale p_sdf_scale);
SDFScale get_sdf_scale() const;
void set_default_canvas_item_texture_filter(DefaultCanvasItemTextureFilter p_filter);
DefaultCanvasItemTextureFilter get_default_canvas_item_texture_filter() const;
void set_default_canvas_item_texture_repeat(DefaultCanvasItemTextureRepeat p_repeat);
DefaultCanvasItemTextureRepeat get_default_canvas_item_texture_repeat() const;
// VRS
void set_vrs_mode(VRSMode p_vrs_mode);
VRSMode get_vrs_mode() const;
void set_vrs_texture(Ref<Texture2D> p_texture);
Ref<Texture2D> get_vrs_texture() const;
virtual DisplayServer::WindowID get_window_id() const = 0;
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void set_embedding_subwindows(bool p_embed);
bool is_embedding_subwindows() const;
Viewport *get_parent_viewport() const;
Window *get_base_window() const;
void pass_mouse_focus_to(Viewport *p_viewport, Control *p_control);
virtual Transform2D get_screen_transform() const;
#ifndef _3D_DISABLED
bool use_xr = false;
friend class AudioListener3D;
AudioListener3D *audio_listener_3d = nullptr;
HashSet<AudioListener3D *> audio_listener_3d_set;
bool is_audio_listener_3d_enabled = false;
RID internal_audio_listener_3d;
AudioListener3D *get_audio_listener_3d() const;
void set_as_audio_listener_3d(bool p_enable);
bool is_audio_listener_3d() const;
void _update_audio_listener_3d();
void _listener_transform_3d_changed_notify();
void _audio_listener_3d_set(AudioListener3D *p_listener);
bool _audio_listener_3d_add(AudioListener3D *p_listener); //true if first
void _audio_listener_3d_remove(AudioListener3D *p_listener);
void _audio_listener_3d_make_next_current(AudioListener3D *p_exclude);
void _collision_object_3d_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
struct Camera3DOverrideData {
Transform3D transform;
enum Projection {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL
};
Projection projection = Projection::PROJECTION_PERSPECTIVE;
real_t fov = 0.0;
real_t size = 0.0;
real_t z_near = 0.0;
real_t z_far = 0.0;
RID rid;
operator bool() const {
return rid != RID();
}
} camera_3d_override;
friend class Camera3D;
Camera3D *camera_3d = nullptr;
HashSet<Camera3D *> camera_3d_set;
Camera3D *get_camera_3d() const;
void _camera_3d_transform_changed_notify();
void _camera_3d_set(Camera3D *p_camera);
bool _camera_3d_add(Camera3D *p_camera); //true if first
void _camera_3d_remove(Camera3D *p_camera);
void _camera_3d_make_next_current(Camera3D *p_exclude);
void enable_camera_3d_override(bool p_enable);
bool is_camera_3d_override_enabled() const;
void set_camera_3d_override_transform(const Transform3D &p_transform);
Transform3D get_camera_3d_override_transform() const;
void set_camera_3d_override_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far);
void set_camera_3d_override_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far);
void set_disable_3d(bool p_disable);
bool is_3d_disabled() const;
Ref<World3D> world_3d;
Ref<World3D> own_world_3d;
void set_world_3d(const Ref<World3D> &p_world_3d);
Ref<World3D> get_world_3d() const;
Ref<World3D> find_world_3d() const;
void _own_world_3d_changed();
void set_use_own_world_3d(bool p_use_own_world_3d);
bool is_using_own_world_3d() const;
void _propagate_enter_world_3d(Node *p_node);
void _propagate_exit_world_3d(Node *p_node);
void set_use_xr(bool p_use_xr);
bool is_using_xr();
#endif // _3D_DISABLED
void _validate_property(PropertyInfo &p_property) const;
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Viewport();
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~Viewport();
};
class SubViewport : public Viewport {
GDCLASS(SubViewport, Viewport);
public:
enum ClearMode {
CLEAR_MODE_ALWAYS,
CLEAR_MODE_NEVER,
CLEAR_MODE_ONCE
};
enum UpdateMode {
UPDATE_DISABLED,
UPDATE_ONCE, //then goes to disabled
UPDATE_WHEN_VISIBLE, // default
UPDATE_WHEN_PARENT_VISIBLE,
UPDATE_ALWAYS
};
private:
UpdateMode update_mode = UPDATE_WHEN_VISIBLE;
ClearMode clear_mode = CLEAR_MODE_ALWAYS;
bool size_2d_override_stretch = false;
protected:
static void _bind_methods();
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virtual DisplayServer::WindowID get_window_id() const override;
Transform2D _stretch_transform();
void _notification(int p_what);
public:
void set_size(const Size2i &p_size);
Size2i get_size() const;
void set_size_2d_override(const Size2i &p_size);
Size2i get_size_2d_override() const;
void set_size_2d_override_stretch(bool p_enable);
bool is_size_2d_override_stretch_enabled() const;
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const;
void set_clear_mode(ClearMode p_mode);
ClearMode get_clear_mode() const;
virtual Transform2D get_screen_transform() const override;
SubViewport();
~SubViewport();
};
VARIANT_ENUM_CAST(Viewport::Scaling3DMode);
VARIANT_ENUM_CAST(SubViewport::UpdateMode);
VARIANT_ENUM_CAST(Viewport::PositionalShadowAtlasQuadrantSubdiv);
VARIANT_ENUM_CAST(Viewport::MSAA);
VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
VARIANT_ENUM_CAST(Viewport::DebugDraw);
VARIANT_ENUM_CAST(Viewport::SDFScale);
VARIANT_ENUM_CAST(Viewport::SDFOversize);
VARIANT_ENUM_CAST(Viewport::VRSMode);
VARIANT_ENUM_CAST(SubViewport::ClearMode);
VARIANT_ENUM_CAST(Viewport::RenderInfo);
VARIANT_ENUM_CAST(Viewport::RenderInfoType);
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureFilter);
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureRepeat);
#endif // VIEWPORT_H