godot/scene/2d/line_2d.cpp

338 lines
11 KiB
C++

/*************************************************************************/
/* line_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "line_2d.h"
#include "core_string_names.h"
// Needed so we can bind functions
VARIANT_ENUM_CAST(LineJointMode)
VARIANT_ENUM_CAST(LineCapMode)
VARIANT_ENUM_CAST(LineTextureMode)
Line2D::Line2D()
: Node2D() {
_joint_mode = LINE_JOINT_SHARP;
_begin_cap_mode = LINE_CAP_NONE;
_end_cap_mode = LINE_CAP_NONE;
_width = 10;
_default_color = Color(0.4, 0.5, 1);
_sharp_limit = 2.f;
_round_precision = 8;
}
void Line2D::set_points(const PoolVector<Vector2> &p_points) {
_points = p_points;
update();
}
void Line2D::set_width(float width) {
if (width < 0.0)
width = 0.0;
_width = width;
update();
}
float Line2D::get_width() const {
return _width;
}
PoolVector<Vector2> Line2D::get_points() const {
return _points;
}
void Line2D::set_point_pos(int i, Vector2 pos) {
_points.set(i, pos);
update();
}
Vector2 Line2D::get_point_pos(int i) const {
return _points.get(i);
}
int Line2D::get_point_count() const {
return _points.size();
}
void Line2D::add_point(Vector2 pos) {
_points.append(pos);
update();
}
void Line2D::remove_point(int i) {
_points.remove(i);
update();
}
void Line2D::set_default_color(Color color) {
_default_color = color;
update();
}
Color Line2D::get_default_color() const {
return _default_color;
}
void Line2D::set_gradient(const Ref<Gradient> &gradient) {
// Cleanup previous connection if any
if (_gradient.is_valid()) {
(**_gradient).disconnect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
}
_gradient = gradient;
// Connect to the gradient so the line will update when the ColorRamp is changed
if (_gradient.is_valid()) {
(**_gradient).connect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
}
update();
}
Ref<Gradient> Line2D::get_gradient() const {
return _gradient;
}
void Line2D::set_texture(const Ref<Texture> &texture) {
_texture = texture;
update();
}
Ref<Texture> Line2D::get_texture() const {
return _texture;
}
void Line2D::set_texture_mode(const LineTextureMode mode) {
_texture_mode = mode;
update();
}
LineTextureMode Line2D::get_texture_mode() const {
return _texture_mode;
}
void Line2D::set_joint_mode(LineJointMode mode) {
_joint_mode = mode;
update();
}
LineJointMode Line2D::get_joint_mode() const {
return _joint_mode;
}
void Line2D::set_begin_cap_mode(LineCapMode mode) {
_begin_cap_mode = mode;
update();
}
LineCapMode Line2D::get_begin_cap_mode() const {
return _begin_cap_mode;
}
void Line2D::set_end_cap_mode(LineCapMode mode) {
_end_cap_mode = mode;
update();
}
LineCapMode Line2D::get_end_cap_mode() const {
return _end_cap_mode;
}
void Line2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_DRAW:
_draw();
break;
}
}
void Line2D::set_sharp_limit(float limit) {
if (limit < 0.f)
limit = 0.f;
_sharp_limit = limit;
update();
}
float Line2D::get_sharp_limit() const {
return _sharp_limit;
}
void Line2D::set_round_precision(int precision) {
if (precision < 1)
precision = 1;
_round_precision = precision;
update();
}
int Line2D::get_round_precision() const {
return _round_precision;
}
void Line2D::_draw() {
if (_points.size() <= 1 || _width == 0.f)
return;
// TODO Is this really needed?
// Copy points for faster access
Vector<Vector2> points;
points.resize(_points.size());
int len = points.size();
{
PoolVector<Vector2>::Read points_read = _points.read();
for (int i = 0; i < len; ++i) {
points[i] = points_read[i];
}
}
// TODO Maybe have it as member rather than copying parameters and allocating memory?
LineBuilder lb;
lb.points = points;
lb.default_color = _default_color;
lb.gradient = *_gradient;
lb.texture_mode = _texture_mode;
lb.joint_mode = _joint_mode;
lb.begin_cap_mode = _begin_cap_mode;
lb.end_cap_mode = _end_cap_mode;
lb.round_precision = _round_precision;
lb.sharp_limit = _sharp_limit;
lb.width = _width;
lb.build();
RID texture_rid;
if (_texture.is_valid())
texture_rid = (**_texture).get_rid();
VS::get_singleton()->canvas_item_add_triangle_array(
get_canvas_item(),
lb.indices,
lb.vertices,
lb.colors,
lb.uvs,
texture_rid);
// DEBUG
// Draw wireframe
// if(lb.indices.size() % 3 == 0) {
// Color col(0,0,0);
// for(int i = 0; i < lb.indices.size(); i += 3) {
// int vi = lb.indices[i];
// int lbvsize = lb.vertices.size();
// Vector2 a = lb.vertices[lb.indices[i]];
// Vector2 b = lb.vertices[lb.indices[i+1]];
// Vector2 c = lb.vertices[lb.indices[i+2]];
// draw_line(a, b, col);
// draw_line(b, c, col);
// draw_line(c, a, col);
// }
// for(int i = 0; i < lb.vertices.size(); ++i) {
// Vector2 p = lb.vertices[i];
// draw_rect(Rect2(p.x-1, p.y-1, 2, 2), Color(0,0,0,0.5));
// }
// }
}
void Line2D::_gradient_changed() {
update();
}
// static
void Line2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_points", "points"), &Line2D::set_points);
ClassDB::bind_method(D_METHOD("get_points"), &Line2D::get_points);
ClassDB::bind_method(D_METHOD("set_point_pos", "i", "pos"), &Line2D::set_point_pos);
ClassDB::bind_method(D_METHOD("get_point_pos", "i"), &Line2D::get_point_pos);
ClassDB::bind_method(D_METHOD("get_point_count"), &Line2D::get_point_count);
ClassDB::bind_method(D_METHOD("add_point", "pos"), &Line2D::add_point);
ClassDB::bind_method(D_METHOD("remove_point", "i"), &Line2D::remove_point);
ClassDB::bind_method(D_METHOD("set_width", "width"), &Line2D::set_width);
ClassDB::bind_method(D_METHOD("get_width"), &Line2D::get_width);
ClassDB::bind_method(D_METHOD("set_default_color", "color"), &Line2D::set_default_color);
ClassDB::bind_method(D_METHOD("get_default_color"), &Line2D::get_default_color);
ClassDB::bind_method(D_METHOD("set_gradient", "color:Gradient"), &Line2D::set_gradient);
ClassDB::bind_method(D_METHOD("get_gradient:Gradient"), &Line2D::get_gradient);
ClassDB::bind_method(D_METHOD("set_texture", "texture:Texture"), &Line2D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture:Texture"), &Line2D::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_mode", "mode"), &Line2D::set_texture_mode);
ClassDB::bind_method(D_METHOD("get_texture_mode"), &Line2D::get_texture_mode);
ClassDB::bind_method(D_METHOD("set_joint_mode", "mode"), &Line2D::set_joint_mode);
ClassDB::bind_method(D_METHOD("get_joint_mode"), &Line2D::get_joint_mode);
ClassDB::bind_method(D_METHOD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode);
ClassDB::bind_method(D_METHOD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode);
ClassDB::bind_method(D_METHOD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode);
ClassDB::bind_method(D_METHOD("get_end_cap_mode"), &Line2D::get_end_cap_mode);
ClassDB::bind_method(D_METHOD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit);
ClassDB::bind_method(D_METHOD("get_sharp_limit"), &Line2D::get_sharp_limit);
ClassDB::bind_method(D_METHOD("set_round_precision", "precision"), &Line2D::set_round_precision);
ClassDB::bind_method(D_METHOD("get_round_precision"), &Line2D::get_round_precision);
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), "set_points", "get_points");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), "set_default_color", "get_default_color");
ADD_GROUP("Fill", "");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient");
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile"), "set_texture_mode", "get_texture_mode");
ADD_GROUP("Capping", "");
ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round"), "set_joint_mode", "get_joint_mode");
ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_begin_cap_mode", "get_begin_cap_mode");
ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_end_cap_mode", "get_end_cap_mode");
ADD_GROUP("Border", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), "set_sharp_limit", "get_sharp_limit");
ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), "set_round_precision", "get_round_precision");
BIND_CONSTANT(LINE_JOINT_SHARP);
BIND_CONSTANT(LINE_JOINT_BEVEL);
BIND_CONSTANT(LINE_JOINT_ROUND);
BIND_CONSTANT(LINE_CAP_NONE);
BIND_CONSTANT(LINE_CAP_BOX);
BIND_CONSTANT(LINE_CAP_ROUND);
BIND_CONSTANT(LINE_TEXTURE_NONE);
BIND_CONSTANT(LINE_TEXTURE_TILE);
ClassDB::bind_method(D_METHOD("_gradient_changed"), &Line2D::_gradient_changed);
}