godot/scene/2d/visibility_notifier_2d.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

116 lines
3.7 KiB
C++

/*************************************************************************/
/* visibility_notifier_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 VISIBILITY_NOTIFIER_2D_H
#define VISIBILITY_NOTIFIER_2D_H
#include "scene/2d/node_2d.h"
class Viewport;
class VisibilityNotifier2D : public Node2D {
OBJ_TYPE(VisibilityNotifier2D,Node2D);
Set<Viewport*> viewports;
Rect2 rect;
protected:
friend class SpatialIndexer2D;
void _enter_viewport(Viewport* p_viewport);
void _exit_viewport(Viewport* p_viewport);
virtual void _screen_enter() {}
virtual void _screen_exit() {}
void _notification(int p_what);
static void _bind_methods();
public:
void set_rect(const Rect2& p_rect);
Rect2 get_rect() const;
bool is_on_screen() const;
virtual Rect2 get_item_rect() const;
VisibilityNotifier2D();
};
class VisibilityEnabler2D : public VisibilityNotifier2D {
OBJ_TYPE(VisibilityEnabler2D,VisibilityNotifier2D);
public:
enum Enabler {
ENABLER_PAUSE_ANIMATIONS,
ENABLER_FREEZE_BODIES,
ENABLER_PAUSE_PARTICLES,
ENABLER_PARENT_PROCESS,
ENABLER_PARENT_FIXED_PROCESS,
ENABLER_PAUSE_ANIMATED_SPRITES,
ENABLER_MAX
};
protected:
virtual void _screen_enter();
virtual void _screen_exit();
bool visible;
void _find_nodes(Node* p_node);
Map<Node*,Variant> nodes;
void _node_removed(Node* p_node);
bool enabler[ENABLER_MAX];
void _change_node_state(Node* p_node,bool p_enabled);
void _notification(int p_what);
static void _bind_methods();
public:
void set_enabler(Enabler p_enabler,bool p_enable);
bool is_enabler_enabled(Enabler p_enabler) const;
String get_configuration_warning() const;
VisibilityEnabler2D();
};
VARIANT_ENUM_CAST(VisibilityEnabler2D::Enabler);
#endif // VISIBILITY_NOTIFIER_2D_H