Commit Graph

231 Commits

Author SHA1 Message Date
Markus Sauermann 34a7fc7447 Fix some ways to create inconsistent Viewport sizes
In the editor, it was possible to set the size of a `SubViewport` even
in cases where a parent `SubViewportContainer` had stretch enabled.

This PR disables editing a `SubViewport.size` while the parent disallows
it and it makes necessary adjustments during `NOTIFICATION_ENTER_TREE`.
2023-02-13 08:19:00 +01:00
Markus Sauermann 5312d83f3b Fix Viewport::get_mouse_position for SubViewports
SubViewports don't have a cached mouse position available.
This PR calculates the mouse position from the screen position of
the mouse cursor.
2023-02-07 13:54:47 +01:00
Rémi Verschelde 82ff7b4bce
Merge pull request #68492 from Sauermann/fix-picking-sort
Fix propagation order for 2D physics picking events
2023-02-06 15:38:38 +01:00
Markus Sauermann 6e855e3820 Fix propagation order for 2D physics picking events
This patch adds a viewport-configuration-option for sorting
physics-picking events by the Z-Index and the scene tree position
of the collision objects.
2023-02-04 22:44:36 +01:00
Markus Sauermann e3e9da78e8 Remove `Viewport::_get_input_pre_xform`
This function is only relevant for `Window`. So this PR moves
the functionality to the `Window`-class.
2023-02-02 22:03:52 +01:00
Markus Sauermann 6743ac34d3 Simplify Viewport::_set_size
`Viewport.to_screen_rect` is used only in a single location to compare it
to `Rect2i()`.

When called from `SubViewport`, `to_screen_rect` is always equal to `Rect2i()`.
When called from `Window`, `to_screen_rect` is always different from `Rect2i()`.

So the comparison `to_screen_rect != Rect2i()` can be replaced by
`Object::cast_to<Window>(this)`.

This allows the removal of `Viewport.to_screen_rect` and the simplification of
`Viewport::_set_size`.
2023-02-02 19:09:14 +01:00
Markus Sauermann 8182f29d40 Fix stretch transform when resizing SubViewports
Move calculation of stretch transform from outside to inside
of `Viewport::_set_size` function.
2023-02-01 08:34:40 +01:00
Rémi Verschelde 51414fc987
Merge pull request #66906 from Sauermann/fix-prohibit-inconsistent-size-state
Prohibit inconsistent size state for SubViewport
2023-02-01 07:26:00 +01:00
Markus Sauermann decbda68d7 Prohibit inconsistent size state for SubViewport
Prohibit size changes of SubViewports with parent SubViewportContainers that have stretch mode enabled.
2023-01-31 22:53:43 +01:00
Rémi Verschelde 14a4408e02
Merge pull request #65698 from KoBeWi/cameraman
Rework how current Camera2D is determined
2023-01-31 18:56:20 +01:00
Rémi Verschelde 13e20fed99
Merge pull request #68627 from Sauermann/fix-tooltip-position
Fix position of Tooltips
2023-01-26 16:00:14 +01:00
Markus Sauermann c4ed247f5f Fix position of Tooltips
CanvasItem::get_screen_transform returns a transform from the CanvasItem
to the coordinate system, where a Popup - created as a child of the
CanvasItem - should be opened.
get_screen_transform makes some simplifications, that work well, when used
in the editor, but not in general cases.

Since Popups like Tooltips are now used more commonly in projects,
it becomes necessary to correct these simplifications.

This solution introduces Viewport::get_popup_base_transform, which makes
the necessary calculations.
2023-01-26 15:15:14 +01:00
Markus Sauermann 0d6d5e6421 Calculate the mouse focus inverse transform only when needed
Revival of #49158

Co-authored-by: Marcel Admiraal <madmiraal@users.noreply.github.com>
2023-01-09 21:35:38 +01:00
Juan Linietsky 2b815df3c1 Use BitField<> in core type masks
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
2023-01-08 22:17:40 +01:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
kobewi 7e2a8afb57 Rework how current Camera2D is determined 2022-12-02 00:05:02 +01:00
Fredia Huya-Kouadio 3ff7dd2aa4 Fix routing of InputEventScreenDrag events to Control nodes 2022-11-30 14:06:41 -08:00
Rémi Verschelde 438b2e2d02
Merge pull request #59801 from Sauermann/fix-node2d-viewport-root-order
Fix Viewport root order after Node2D raise
2022-11-28 08:21:10 +01:00
Markus Sauermann 226044b944 Allow canceling Drag and Drop with the Escape-Key
This patch implements the functionality to cancel Drag and Drop
by using the escape key or more general, the ui_cancel action.

Since this would be the third location, where the finalization of
Drag and Drop would have to be implemented, that functionality was
put into the private function _perform_drop.

Simplified gui.drag_data.get_type() != Variant::NIL to gui.dragging
because they are equivalent.
2022-11-08 19:10:16 +01:00
Markus Sauermann 022d24a9ae Fix Viewport root order after Node2D raise 2022-11-02 21:45:00 +01:00
BimDav fcb9be66a2 Viewport canvas cull mask feature
Co-authored-by: Valentin Zagura <puthre@gmail.com>
2022-10-31 14:09:49 +01:00
Rindbee 9a05ea231a Make sure to reset the tooltip of its gui_parent when the viewport is removed 2022-10-04 11:58:02 +08:00
Marc Gilleron aed3822a93 Change return type of `get_configuration_warnings` to `PackedStringArray` 2022-09-19 16:43:15 +01:00
MinusKube 06b86fad0d Fix MOUSE_MODE_CAPTURED not working correctly with popups 2022-09-07 19:31:57 +02:00
MinusKube 64cf943e07 Prevent subwindow_focused from pointing to a window that is not a subwindow 2022-08-30 21:57:03 +02:00
Rémi Verschelde 02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
MathieuRoux 5ac5c8bc06 Fix warp_mouse for transient windows, smoother mouse positioning when releasing mouse for spinbox 2022-08-25 11:30:49 +02:00
Yuri Sizov 1a24c9e14b Make `_validate_property` a multilevel method 2022-08-22 18:35:11 +03:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
Hugo Locurcio e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Hugo Locurcio 21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00
jfons ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00
Haoyu Qiu 83d931ad3c Fix `Viewport.own_world_3d` documentation
Also fixed the naming of the setter's parameter and made an `if` block
straightforward.
2022-06-06 21:34:40 +08:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Rémi Verschelde 5c79782c7e
Merge pull request #61088 from groud/keep_unhandled_events_on_pass 2022-05-17 23:50:55 +02:00
Gilles Roudière 6db8b7616d Keep input event as unhandled if they go through a control set to MOUSE_FILTER_PASS 2022-05-17 15:41:58 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde c273ddc3ee Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
bruvzg d1207a0504
[Input] Add extra `shortcut_input` input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
Markus Sauermann ffe42171a5 Fix using Viewport::warp_mouse within Viewports 2022-03-28 11:59:40 +02:00
Markus Sauermann 0494e024d8 Rename warp mouse functions to warp_mouse 2022-03-27 14:12:01 +02:00
Markus Sauermann 86574b91dd Cleanup internal GUI state, if event is accepted in _input. 2022-03-14 08:38:48 +01:00
kobewi 3c53752b4a Cleanup embed subwindows getters 2022-03-13 18:20:53 +01:00
Markus Sauermann 27aab7f7ca Update variable name to reflect usage 2022-02-19 09:19:15 +01:00
Rémi Verschelde 36880714e4
Merge pull request #57517 from groud/viewport_expose_gui_focus 2022-02-03 11:20:20 +01:00
Marcel Admiraal eaa70fd3f8 Fix mouse_over not dropped when mouse leaves window 2022-02-01 16:12:37 +00:00
Gilles Roudière 3521eecb4c Exposes gui_release_focus and gui_get_focus_owner to Viewport 2022-02-01 15:07:22 +01:00
Rémi Verschelde 07d2dfef7b
Merge pull request #53419 from TechnoPorg/rework-subwindows 2022-01-07 16:15:09 +01:00