/*************************************************************************/ /* viewport.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #ifndef VIEWPORT_H #define VIEWPORT_H #include "scene/main/node.h" #include "servers/visual_server.h" #include "scene/resources/world_2d.h" #include "math_2d.h" #include "scene/resources/texture.h" /** @author Juan Linietsky */ class Camera; class Viewport; class RenderTargetTexture : public Texture { OBJ_TYPE( RenderTargetTexture, Texture ); int flags; friend class Viewport; Viewport *vp; public: virtual int get_width() const; virtual int get_height() const; virtual Size2 get_size() const; virtual RID get_rid() const; virtual bool has_alpha() const; virtual void set_flags(uint32_t p_flags); virtual uint32_t get_flags() const; RenderTargetTexture(Viewport *p_vp=NULL); }; class Viewport : public Node { OBJ_TYPE( Viewport, Node ); public: enum RenderTargetUpdateMode { RENDER_TARGET_UPDATE_DISABLED, RENDER_TARGET_UPDATE_ONCE, //then goes to disabled RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default RENDER_TARGET_UPDATE_ALWAYS }; private: friend class RenderTargetTexture; Viewport *parent; Camera *camera; Set cameras; RID viewport; RID canvas_item; RID current_canvas; bool audio_listener; RID listener; bool audio_listener_2d; RID listener_2d; Matrix32 canvas_transform; Matrix32 global_canvas_transform; Matrix32 stretch_transform; Rect2 rect; Rect2 to_screen_rect; bool size_override; bool size_override_stretch; Size2 size_override_size; Size2 size_override_margin; Rect2 last_vp_rect; bool transparent_bg; bool render_target_vflip; bool render_target_filter; bool render_target_gen_mipmaps; bool physics_object_picking; List physics_picking_events; ObjectID physics_object_capture; ObjectID physics_object_over; Vector2 physics_last_mousepos; void _test_new_mouseover(ObjectID new_collider); void _update_rect(); void _parent_resized(); void _parent_draw(); void _parent_visibility_changed(); Ref world_2d; Ref world; Ref own_world; StringName input_group; StringName gui_input_group; StringName unhandled_input_group; StringName unhandled_key_input_group; void _update_listener(); void _update_listener_2d(); void _propagate_enter_world(Node *p_node); void _propagate_exit_world(Node *p_node); void _update_stretch_transform(); void _update_global_transform(); bool render_target; RenderTargetUpdateMode render_target_update_mode; RID render_target_texture_rid; Ref render_target_texture; void update_worlds(); _FORCE_INLINE_ Matrix32 _get_input_pre_xform() const; void _vp_enter_scene(); void _vp_exit_scene(); void _vp_input(const InputEvent& p_ev); void _vp_unhandled_input(const InputEvent& p_ev); void _make_input_local(InputEvent& ev); friend class Camera; void _camera_transform_changed_notify(); void _set_camera(Camera* p_camera); protected: void _notification(int p_what); static void _bind_methods(); public: Camera* get_camera() const; void set_as_audio_listener(bool p_enable); bool is_audio_listener() const; void set_as_audio_listener_2d(bool p_enable); bool is_audio_listener_2d() const; void set_rect(const Rect2& p_rect); Rect2 get_rect() const; Rect2 get_visible_rect() const; RID get_viewport() const; void set_world(const Ref& p_world); Ref get_world() const; Ref find_world() const; Ref find_world_2d() const; void set_canvas_transform(const Matrix32& p_transform); Matrix32 get_canvas_transform() const; void set_global_canvas_transform(const Matrix32& p_transform); Matrix32 get_global_canvas_transform() const; Matrix32 get_final_transform() const; void set_transparent_background(bool p_enable); bool has_transparent_background() const; void set_size_override(bool p_enable,const Size2& p_size=Size2(-1,-1),const Vector2& p_margin=Vector2()); Size2 get_size_override() const; bool is_size_override_enabled() const; void set_size_override_stretch(bool p_enable); bool is_size_override_stretch_enabled() const; void set_as_render_target(bool p_enable); bool is_set_as_render_target() const; void set_render_target_vflip(bool p_enable); bool get_render_target_vflip() const; void set_render_target_filter(bool p_enable); bool get_render_target_filter() const; void set_render_target_gen_mipmaps(bool p_enable); bool get_render_target_gen_mipmaps() const; void set_render_target_update_mode(RenderTargetUpdateMode p_mode); RenderTargetUpdateMode get_render_target_update_mode() const; Ref get_render_target_texture() const; Vector2 get_camera_coords(const Vector2& p_viewport_coords) const; Vector2 get_camera_rect_size() const; void queue_screen_capture(); Image get_screen_capture() const; void set_use_own_world(bool p_world); bool is_using_own_world() const; void input(const InputEvent& p_event); void unhandled_input(const InputEvent& p_event); void set_render_target_to_screen_rect(const Rect2& p_rect); Rect2 get_render_target_to_screen_rect() const; void set_physics_object_picking(bool p_enable); bool get_physics_object_picking(); Viewport(); ~Viewport(); }; VARIANT_ENUM_CAST(Viewport::RenderTargetUpdateMode); #endif