/*************************************************************************/ /* sprite_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "sprite_2d.h" #include "core/core_string_names.h" #include "core/os/os.h" #include "scene/main/window.h" #include "scene/scene_string_names.h" #ifdef TOOLS_ENABLED Dictionary Sprite2D::_edit_get_state() const { Dictionary state = Node2D::_edit_get_state(); state["offset"] = offset; return state; } void Sprite2D::_edit_set_state(const Dictionary &p_state) { Node2D::_edit_set_state(p_state); set_offset(p_state["offset"]); } void Sprite2D::_edit_set_pivot(const Point2 &p_pivot) { set_offset(get_offset() - p_pivot); set_position(get_transform().xform(p_pivot)); } Point2 Sprite2D::_edit_get_pivot() const { return Vector2(); } bool Sprite2D::_edit_use_pivot() const { return true; } bool Sprite2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { return is_pixel_opaque(p_point); } Rect2 Sprite2D::_edit_get_rect() const { return get_rect(); } bool Sprite2D::_edit_use_rect() const { return texture.is_valid(); } #endif Rect2 Sprite2D::get_anchorable_rect() const { return get_rect(); } void Sprite2D::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const { Rect2 base_rect; if (region) { r_filter_clip = region_filter_clip; base_rect = region_rect; } else { r_filter_clip = false; base_rect = Rect2(0, 0, texture->get_width(), texture->get_height()); } Size2 frame_size = base_rect.size / Size2(hframes, vframes); Point2 frame_offset = Point2(frame % hframes, frame / hframes); frame_offset *= frame_size; r_src_rect.size = frame_size; r_src_rect.position = base_rect.position + frame_offset; Point2 dest_offset = offset; if (centered) dest_offset -= frame_size / 2; if (Engine::get_singleton()->get_use_pixel_snap()) { dest_offset = dest_offset.floor(); } r_dst_rect = Rect2(dest_offset, frame_size); if (hflip) r_dst_rect.size.x = -r_dst_rect.size.x; if (vflip) r_dst_rect.size.y = -r_dst_rect.size.y; } void Sprite2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_DRAW: { if (texture.is_null()) return; RID ci = get_canvas_item(); /* texture->draw(ci,Point2()); break; */ Rect2 src_rect, dst_rect; bool filter_clip; _get_rects(src_rect, dst_rect, filter_clip); texture->draw_rect_region(ci, dst_rect, src_rect, Color(1, 1, 1), false, normal_map, specular, Color(specular_color.r, specular_color.g, specular_color.b, shininess), VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, filter_clip); } break; } } void Sprite2D::set_texture(const Ref &p_texture) { if (p_texture == texture) return; if (texture.is_valid()) texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite2D::_texture_changed)); texture = p_texture; if (texture.is_valid()) texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite2D::_texture_changed)); update(); emit_signal("texture_changed"); item_rect_changed(); _change_notify("texture"); } void Sprite2D::set_normal_map(const Ref &p_texture) { normal_map = p_texture; update(); } Ref Sprite2D::get_normal_map() const { return normal_map; } void Sprite2D::set_specular_map(const Ref &p_texture) { specular = p_texture; update(); } Ref Sprite2D::get_specular_map() const { return specular; } void Sprite2D::set_specular_color(const Color &p_color) { specular_color = p_color; update(); } Color Sprite2D::get_specular_color() const { return specular_color; } void Sprite2D::set_shininess(float p_shininess) { shininess = CLAMP(p_shininess, 0.0, 1.0); update(); } float Sprite2D::get_shininess() const { return shininess; } Ref Sprite2D::get_texture() const { return texture; } void Sprite2D::set_centered(bool p_center) { centered = p_center; update(); item_rect_changed(); } bool Sprite2D::is_centered() const { return centered; } void Sprite2D::set_offset(const Point2 &p_offset) { offset = p_offset; update(); item_rect_changed(); _change_notify("offset"); } Point2 Sprite2D::get_offset() const { return offset; } void Sprite2D::set_flip_h(bool p_flip) { hflip = p_flip; update(); } bool Sprite2D::is_flipped_h() const { return hflip; } void Sprite2D::set_flip_v(bool p_flip) { vflip = p_flip; update(); } bool Sprite2D::is_flipped_v() const { return vflip; } void Sprite2D::set_region(bool p_region) { if (p_region == region) return; region = p_region; update(); } bool Sprite2D::is_region() const { return region; } void Sprite2D::set_region_rect(const Rect2 &p_region_rect) { if (region_rect == p_region_rect) return; region_rect = p_region_rect; if (region) item_rect_changed(); _change_notify("region_rect"); } Rect2 Sprite2D::get_region_rect() const { return region_rect; } void Sprite2D::set_region_filter_clip(bool p_enable) { region_filter_clip = p_enable; update(); } bool Sprite2D::is_region_filter_clip_enabled() const { return region_filter_clip; } void Sprite2D::set_frame(int p_frame) { ERR_FAIL_INDEX(p_frame, vframes * hframes); if (frame != p_frame) item_rect_changed(); frame = p_frame; _change_notify("frame"); _change_notify("frame_coords"); emit_signal(SceneStringNames::get_singleton()->frame_changed); } int Sprite2D::get_frame() const { return frame; } void Sprite2D::set_frame_coords(const Vector2 &p_coord) { ERR_FAIL_INDEX(int(p_coord.x), hframes); ERR_FAIL_INDEX(int(p_coord.y), vframes); set_frame(int(p_coord.y) * hframes + int(p_coord.x)); } Vector2 Sprite2D::get_frame_coords() const { return Vector2(frame % hframes, frame / hframes); } void Sprite2D::set_vframes(int p_amount) { ERR_FAIL_COND_MSG(p_amount < 1, "Amount of vframes cannot be smaller than 1."); vframes = p_amount; update(); item_rect_changed(); _change_notify(); } int Sprite2D::get_vframes() const { return vframes; } void Sprite2D::set_hframes(int p_amount) { ERR_FAIL_COND_MSG(p_amount < 1, "Amount of hframes cannot be smaller than 1."); hframes = p_amount; update(); item_rect_changed(); _change_notify(); } int Sprite2D::get_hframes() const { return hframes; } bool Sprite2D::is_pixel_opaque(const Point2 &p_point) const { if (texture.is_null()) return false; if (texture->get_size().width == 0 || texture->get_size().height == 0) return false; Rect2 src_rect, dst_rect; bool filter_clip; _get_rects(src_rect, dst_rect, filter_clip); dst_rect.size = dst_rect.size.abs(); if (!dst_rect.has_point(p_point)) return false; Vector2 q = (p_point - dst_rect.position) / dst_rect.size; if (hflip) q.x = 1.0f - q.x; if (vflip) q.y = 1.0f - q.y; q = q * src_rect.size + src_rect.position; #ifndef _MSC_VER #warning this need to be obtained from CanvasItem new repeat mode (but it needs to guess it from hierarchy, need to add a function for that) #endif bool is_repeat = false; bool is_mirrored_repeat = false; if (is_repeat) { int mirror_x = 0; int mirror_y = 0; if (is_mirrored_repeat) { mirror_x = (int)(q.x / texture->get_size().width); mirror_y = (int)(q.y / texture->get_size().height); } q.x = Math::fmod(q.x, texture->get_size().width); q.y = Math::fmod(q.y, texture->get_size().height); if (mirror_x % 2 == 1) { q.x = texture->get_size().width - q.x - 1; } if (mirror_y % 2 == 1) { q.y = texture->get_size().height - q.y - 1; } } else { q.x = MIN(q.x, texture->get_size().width - 1); q.y = MIN(q.y, texture->get_size().height - 1); } return texture->is_pixel_opaque((int)q.x, (int)q.y); } Rect2 Sprite2D::get_rect() const { if (texture.is_null()) return Rect2(0, 0, 1, 1); Size2i s; if (region) { s = region_rect.size; } else { s = texture->get_size(); } s = s / Point2(hframes, vframes); Point2 ofs = offset; if (centered) ofs -= Size2(s) / 2; if (s == Size2(0, 0)) s = Size2(1, 1); return Rect2(ofs, s); } void Sprite2D::_validate_property(PropertyInfo &property) const { if (property.name == "frame") { property.hint = PROPERTY_HINT_RANGE; property.hint_string = "0," + itos(vframes * hframes - 1) + ",1"; property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } if (property.name == "frame_coords") { property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } } void Sprite2D::_texture_changed() { // Changes to the texture need to trigger an update to make // the editor redraw the sprite with the updated texture. if (texture.is_valid()) { update(); } } void Sprite2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite2D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &Sprite2D::get_texture); ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map"), &Sprite2D::set_normal_map); ClassDB::bind_method(D_METHOD("get_normal_map"), &Sprite2D::get_normal_map); ClassDB::bind_method(D_METHOD("set_specular_map", "specular_map"), &Sprite2D::set_specular_map); ClassDB::bind_method(D_METHOD("get_specular_map"), &Sprite2D::get_specular_map); ClassDB::bind_method(D_METHOD("set_specular_color", "specular_color"), &Sprite2D::set_specular_color); ClassDB::bind_method(D_METHOD("get_specular_color"), &Sprite2D::get_specular_color); ClassDB::bind_method(D_METHOD("set_shininess", "shininess"), &Sprite2D::set_shininess); ClassDB::bind_method(D_METHOD("get_shininess"), &Sprite2D::get_shininess); ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Sprite2D::set_centered); ClassDB::bind_method(D_METHOD("is_centered"), &Sprite2D::is_centered); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Sprite2D::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &Sprite2D::get_offset); ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &Sprite2D::set_flip_h); ClassDB::bind_method(D_METHOD("is_flipped_h"), &Sprite2D::is_flipped_h); ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &Sprite2D::set_flip_v); ClassDB::bind_method(D_METHOD("is_flipped_v"), &Sprite2D::is_flipped_v); ClassDB::bind_method(D_METHOD("set_region", "enabled"), &Sprite2D::set_region); ClassDB::bind_method(D_METHOD("is_region"), &Sprite2D::is_region); ClassDB::bind_method(D_METHOD("is_pixel_opaque", "pos"), &Sprite2D::is_pixel_opaque); ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite2D::set_region_rect); ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite2D::get_region_rect); ClassDB::bind_method(D_METHOD("set_region_filter_clip", "enabled"), &Sprite2D::set_region_filter_clip); ClassDB::bind_method(D_METHOD("is_region_filter_clip_enabled"), &Sprite2D::is_region_filter_clip_enabled); ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite2D::set_frame); ClassDB::bind_method(D_METHOD("get_frame"), &Sprite2D::get_frame); ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite2D::set_frame_coords); ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite2D::get_frame_coords); ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite2D::set_vframes); ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite2D::get_vframes); ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite2D::set_hframes); ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite2D::get_hframes); ClassDB::bind_method(D_METHOD("get_rect"), &Sprite2D::get_rect); ADD_SIGNAL(MethodInfo("frame_changed")); ADD_SIGNAL(MethodInfo("texture_changed")); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture"); ADD_GROUP("Lighting", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "specular_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_specular_map", "get_specular_map"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular_color", "get_specular_color"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "shininess", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_shininess", "get_shininess"); ADD_GROUP("Offset", ""); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v"); ADD_GROUP("Animation", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords"); ADD_GROUP("Region", "region_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region", "is_region"); ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_filter_clip"), "set_region_filter_clip", "is_region_filter_clip_enabled"); } Sprite2D::Sprite2D() { centered = true; hflip = false; vflip = false; region = false; region_filter_clip = false; shininess = 1.0; specular_color = Color(1, 1, 1, 1); frame = 0; vframes = 1; hframes = 1; } Sprite2D::~Sprite2D() { }