godot/scene/2d/sprite.cpp

540 lines
15 KiB
C++

/*************************************************************************/
/* sprite.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.h"
#include "core/core_string_names.h"
#include "core/os/os.h"
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
Dictionary Sprite::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void Sprite::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void Sprite::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 Sprite::_edit_get_pivot() const {
return Vector2();
}
bool Sprite::_edit_use_pivot() const {
return true;
}
bool Sprite::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return is_pixel_opaque(p_point);
}
Rect2 Sprite::_edit_get_rect() const {
return get_rect();
}
bool Sprite::_edit_use_rect() const {
return texture.is_valid();
}
#endif
Rect2 Sprite::get_anchorable_rect() const {
return get_rect();
}
void Sprite::_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 Sprite::_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 Sprite::set_texture(const Ref<Texture2D> &p_texture) {
if (p_texture == texture)
return;
if (texture.is_valid())
texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite::_texture_changed));
texture = p_texture;
if (texture.is_valid())
texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite::_texture_changed));
update();
emit_signal("texture_changed");
item_rect_changed();
_change_notify("texture");
}
void Sprite::set_normal_map(const Ref<Texture2D> &p_texture) {
normal_map = p_texture;
update();
}
Ref<Texture2D> Sprite::get_normal_map() const {
return normal_map;
}
void Sprite::set_specular_map(const Ref<Texture2D> &p_texture) {
specular = p_texture;
update();
}
Ref<Texture2D> Sprite::get_specular_map() const {
return specular;
}
void Sprite::set_specular_color(const Color &p_color) {
specular_color = p_color;
update();
}
Color Sprite::get_specular_color() const {
return specular_color;
}
void Sprite::set_shininess(float p_shininess) {
shininess = CLAMP(p_shininess, 0.0, 1.0);
update();
}
float Sprite::get_shininess() const {
return shininess;
}
Ref<Texture2D> Sprite::get_texture() const {
return texture;
}
void Sprite::set_centered(bool p_center) {
centered = p_center;
update();
item_rect_changed();
}
bool Sprite::is_centered() const {
return centered;
}
void Sprite::set_offset(const Point2 &p_offset) {
offset = p_offset;
update();
item_rect_changed();
_change_notify("offset");
}
Point2 Sprite::get_offset() const {
return offset;
}
void Sprite::set_flip_h(bool p_flip) {
hflip = p_flip;
update();
}
bool Sprite::is_flipped_h() const {
return hflip;
}
void Sprite::set_flip_v(bool p_flip) {
vflip = p_flip;
update();
}
bool Sprite::is_flipped_v() const {
return vflip;
}
void Sprite::set_region(bool p_region) {
if (p_region == region)
return;
region = p_region;
update();
}
bool Sprite::is_region() const {
return region;
}
void Sprite::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 Sprite::get_region_rect() const {
return region_rect;
}
void Sprite::set_region_filter_clip(bool p_enable) {
region_filter_clip = p_enable;
update();
}
bool Sprite::is_region_filter_clip_enabled() const {
return region_filter_clip;
}
void Sprite::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 Sprite::get_frame() const {
return frame;
}
void Sprite::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 Sprite::get_frame_coords() const {
return Vector2(frame % hframes, frame / hframes);
}
void Sprite::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 Sprite::get_vframes() const {
return vframes;
}
void Sprite::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 Sprite::get_hframes() const {
return hframes;
}
bool Sprite::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 Sprite::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 Sprite::_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 Sprite::_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 Sprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Sprite::get_texture);
ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map"), &Sprite::set_normal_map);
ClassDB::bind_method(D_METHOD("get_normal_map"), &Sprite::get_normal_map);
ClassDB::bind_method(D_METHOD("set_specular_map", "specular_map"), &Sprite::set_specular_map);
ClassDB::bind_method(D_METHOD("get_specular_map"), &Sprite::get_specular_map);
ClassDB::bind_method(D_METHOD("set_specular_color", "specular_color"), &Sprite::set_specular_color);
ClassDB::bind_method(D_METHOD("get_specular_color"), &Sprite::get_specular_color);
ClassDB::bind_method(D_METHOD("set_shininess", "shininess"), &Sprite::set_shininess);
ClassDB::bind_method(D_METHOD("get_shininess"), &Sprite::get_shininess);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Sprite::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &Sprite::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Sprite::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &Sprite::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &Sprite::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &Sprite::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &Sprite::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &Sprite::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_region", "enabled"), &Sprite::set_region);
ClassDB::bind_method(D_METHOD("is_region"), &Sprite::is_region);
ClassDB::bind_method(D_METHOD("is_pixel_opaque", "pos"), &Sprite::is_pixel_opaque);
ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite::set_region_rect);
ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite::get_region_rect);
ClassDB::bind_method(D_METHOD("set_region_filter_clip", "enabled"), &Sprite::set_region_filter_clip);
ClassDB::bind_method(D_METHOD("is_region_filter_clip_enabled"), &Sprite::is_region_filter_clip_enabled);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &Sprite::get_frame);
ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite::set_frame_coords);
ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite::get_frame_coords);
ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite::set_vframes);
ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite::get_vframes);
ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite::set_hframes);
ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite::get_hframes);
ClassDB::bind_method(D_METHOD("get_rect"), &Sprite::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");
}
Sprite::Sprite() {
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;
}
Sprite::~Sprite() {
}