godot/scene/main/canvas_item.h

429 lines
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C++

/*************************************************************************/
/* canvas_item.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef CANVAS_ITEM_H
#define CANVAS_ITEM_H
#include "scene/main/node.h"
#include "scene/main/scene_tree.h"
#include "scene/resources/material.h"
#include "scene/resources/multimesh.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
class CanvasLayer;
class Viewport;
class Font;
class StyleBox;
class CanvasItemMaterial : public Material {
GDCLASS(CanvasItemMaterial, Material);
public:
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PREMULT_ALPHA,
BLEND_MODE_DISABLED
};
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
private:
union MaterialKey {
struct {
uint32_t blend_mode : 4;
uint32_t light_mode : 4;
uint32_t particles_animation : 1;
uint32_t invalid_key : 1;
};
uint32_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
struct ShaderNames {
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
};
static ShaderNames *shader_names;
struct ShaderData {
RID shader;
int users;
};
static Map<MaterialKey, ShaderData> shader_map;
MaterialKey current_key;
_FORCE_INLINE_ MaterialKey _compute_key() const {
MaterialKey mk;
mk.key = 0;
mk.blend_mode = blend_mode;
mk.light_mode = light_mode;
mk.particles_animation = particles_animation;
return mk;
}
static Mutex material_mutex;
static SelfList<CanvasItemMaterial>::List *dirty_materials;
SelfList<CanvasItemMaterial> element;
void _update_shader();
_FORCE_INLINE_ void _queue_shader_change();
_FORCE_INLINE_ bool _is_shader_dirty() const;
BlendMode blend_mode;
LightMode light_mode;
bool particles_animation;
int particles_anim_h_frames;
int particles_anim_v_frames;
bool particles_anim_loop;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
public:
void set_blend_mode(BlendMode p_blend_mode);
BlendMode get_blend_mode() const;
void set_light_mode(LightMode p_light_mode);
LightMode get_light_mode() const;
void set_particles_animation(bool p_particles_anim);
bool get_particles_animation() const;
void set_particles_anim_h_frames(int p_frames);
int get_particles_anim_h_frames() const;
void set_particles_anim_v_frames(int p_frames);
int get_particles_anim_v_frames() const;
void set_particles_anim_loop(bool p_loop);
bool get_particles_anim_loop() const;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
RID get_shader_rid() const;
virtual Shader::Mode get_shader_mode() const;
CanvasItemMaterial();
virtual ~CanvasItemMaterial();
};
VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
class CanvasItem : public Node {
GDCLASS(CanvasItem, Node);
public:
enum TextureFilter {
TEXTURE_FILTER_PARENT_NODE,
TEXTURE_FILTER_NEAREST,
TEXTURE_FILTER_LINEAR,
TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
TEXTURE_FILTER_MAX
};
enum TextureRepeat {
TEXTURE_REPEAT_PARENT_NODE,
TEXTURE_REPEAT_DISABLED,
TEXTURE_REPEAT_ENABLED,
TEXTURE_REPEAT_MIRROR,
TEXTURE_REPEAT_MAX,
};
private:
mutable SelfList<Node> xform_change;
RID canvas_item;
String group;
CanvasLayer *canvas_layer;
Color modulate;
Color self_modulate;
List<CanvasItem *> children_items;
List<CanvasItem *>::Element *C;
int light_mask;
Window *window;
bool first_draw;
bool visible;
bool pending_update;
bool toplevel;
bool drawing;
bool block_transform_notify;
bool behind;
bool use_parent_material;
bool notify_local_transform;
bool notify_transform;
RS::CanvasItemTextureFilter texture_filter_cache;
RS::CanvasItemTextureRepeat texture_repeat_cache;
TextureFilter texture_filter;
TextureRepeat texture_repeat;
Ref<Material> material;
mutable Transform2D global_transform;
mutable bool global_invalid;
void _toplevel_raise_self();
void _propagate_visibility_changed(bool p_visible);
void _update_callback();
void _enter_canvas();
void _exit_canvas();
void _window_visibility_changed();
void _notify_transform(CanvasItem *p_node);
void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
bool _is_on_top() const { return !is_draw_behind_parent_enabled(); }
static CanvasItem *current_item_drawn;
friend class Viewport;
void _update_texture_repeat_changed(bool p_propagate);
void _update_texture_filter_changed(bool p_propagate);
protected:
_FORCE_INLINE_ void _notify_transform() {
if (!is_inside_tree())
return;
_notify_transform(this);
if (!block_transform_notify && notify_local_transform)
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
void item_rect_changed(bool p_size_changed = true);
void _notification(int p_what);
static void _bind_methods();
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
NOTIFICATION_DRAW = 30,
NOTIFICATION_VISIBILITY_CHANGED = 31,
NOTIFICATION_ENTER_CANVAS = 32,
NOTIFICATION_EXIT_CANVAS = 33,
NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
NOTIFICATION_WORLD_2D_CHANGED = 36,
};
/* EDITOR */
#ifdef TOOLS_ENABLED
// Select the node
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
// Save and restore a CanvasItem state
virtual void _edit_set_state(const Dictionary &p_state) {}
virtual Dictionary _edit_get_state() const { return Dictionary(); };
// Used to move the node
virtual void _edit_set_position(const Point2 &p_position) = 0;
virtual Point2 _edit_get_position() const = 0;
// Used to scale the node
virtual void _edit_set_scale(const Size2 &p_scale) = 0;
virtual Size2 _edit_get_scale() const = 0;
// Used to rotate the node
virtual bool _edit_use_rotation() const { return false; };
virtual void _edit_set_rotation(float p_rotation) {}
virtual float _edit_get_rotation() const { return 0.0; };
// Used to resize/move the node
virtual bool _edit_use_rect() const { return false; }; // MAYBE REPLACE BY A _edit_get_editmode()
virtual void _edit_set_rect(const Rect2 &p_rect) {}
virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; // LOOKS WEIRD
// Used to set a pivot
virtual bool _edit_use_pivot() const { return false; };
virtual void _edit_set_pivot(const Point2 &p_pivot) {}
virtual Point2 _edit_get_pivot() const { return Point2(); };
virtual Transform2D _edit_get_transform() const;
#endif
/* VISIBILITY */
void set_visible(bool p_visible);
bool is_visible() const;
bool is_visible_in_tree() const;
void show();
void hide();
void update();
virtual void set_light_mask(int p_light_mask);
int get_light_mask() const;
void set_modulate(const Color &p_modulate);
Color get_modulate() const;
void set_self_modulate(const Color &p_self_modulate);
Color get_self_modulate() const;
/* DRAWING API */
void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0);
void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0);
void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
void draw_arc(const Vector2 &p_center, float p_radius, float p_start_angle, float p_end_angle, int p_point_count, const Color &p_color, float p_width = 1.0);
void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0);
void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, float p_width = 1.0);
void draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color);
void draw_texture(const Ref<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_texture_rect(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), bool p_clip_uv = false, TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect);
void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>(), float p_width = 1, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate = Color(1, 1, 1), int p_clip_w = -1);
float draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", const Color &p_modulate = Color(1, 1, 1));
void draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale);
void draw_set_transform_matrix(const Transform2D &p_matrix);
static CanvasItem *get_current_item_drawn();
/* RECT / TRANSFORM */
void set_as_toplevel(bool p_toplevel);
bool is_set_as_toplevel() const;
void set_draw_behind_parent(bool p_enable);
bool is_draw_behind_parent_enabled() const;
CanvasItem *get_parent_item() const;
virtual Transform2D get_transform() const = 0;
virtual Transform2D get_global_transform() const;
virtual Transform2D get_global_transform_with_canvas() const;
virtual Transform2D get_screen_transform() const;
CanvasItem *get_toplevel() const;
_FORCE_INLINE_ RID get_canvas_item() const {
return canvas_item;
}
void set_block_transform_notify(bool p_enable);
bool is_block_transform_notify_enabled() const;
Transform2D get_canvas_transform() const;
Transform2D get_viewport_transform() const;
Rect2 get_viewport_rect() const;
RID get_viewport_rid() const;
RID get_canvas() const;
ObjectID get_canvas_layer_instance_id() const;
Ref<World2D> get_world_2d() const;
virtual void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
virtual void set_use_parent_material(bool p_use_parent_material);
bool get_use_parent_material() const;
Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
Vector2 get_global_mouse_position() const;
Vector2 get_local_mouse_position() const;
void set_notify_local_transform(bool p_enable);
bool is_local_transform_notification_enabled() const;
void set_notify_transform(bool p_enable);
bool is_transform_notification_enabled() const;
void force_update_transform();
void set_texture_filter(TextureFilter p_texture_filter);
TextureFilter get_texture_filter() const;
void set_texture_repeat(TextureRepeat p_texture_repeat);
TextureRepeat get_texture_repeat() const;
// Used by control nodes to retrieve the parent's anchorable area
virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
int get_canvas_layer() const;
CanvasItem();
~CanvasItem();
};
VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
#endif // CANVAS_ITEM_H