0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
642 lines
18 KiB
C++
642 lines
18 KiB
C++
/*************************************************************************/
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/* viewport.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VIEWPORT_H
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#define VIEWPORT_H
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#include "core/math/transform_2d.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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#include "scene/resources/world_2d.h"
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#include "servers/display_server.h"
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#include "servers/rendering_server.h"
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class Camera3D;
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class Camera2D;
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class Listener3D;
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class Control;
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class CanvasItem;
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class CanvasLayer;
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class Panel;
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class Label;
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class Timer;
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class Viewport;
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class CollisionObject3D;
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class ViewportTexture : public Texture2D {
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GDCLASS(ViewportTexture, Texture2D);
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NodePath path;
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friend class Viewport;
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Viewport *vp;
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mutable RID proxy_ph;
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mutable RID proxy;
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protected:
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static void _bind_methods();
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public:
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void set_viewport_path_in_scene(const NodePath &p_path);
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NodePath get_viewport_path_in_scene() const;
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virtual void setup_local_to_scene();
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virtual int get_width() const;
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virtual int get_height() const;
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virtual Size2 get_size() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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virtual Ref<Image> get_data() const;
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ViewportTexture();
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~ViewportTexture();
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};
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class Viewport : public Node {
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GDCLASS(Viewport, Node);
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public:
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enum ShadowAtlasQuadrantSubdiv {
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SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
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SHADOW_ATLAS_QUADRANT_SUBDIV_1,
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SHADOW_ATLAS_QUADRANT_SUBDIV_4,
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SHADOW_ATLAS_QUADRANT_SUBDIV_16,
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SHADOW_ATLAS_QUADRANT_SUBDIV_64,
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SHADOW_ATLAS_QUADRANT_SUBDIV_256,
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SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
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SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
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};
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enum MSAA {
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MSAA_DISABLED,
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MSAA_2X,
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MSAA_4X,
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MSAA_8X,
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MSAA_16X,
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MSAA_MAX
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};
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enum ScreenSpaceAA {
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SCREEN_SPACE_AA_DISABLED,
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SCREEN_SPACE_AA_FXAA,
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SCREEN_SPACE_AA_MAX
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};
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enum RenderInfo {
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RENDER_INFO_OBJECTS_IN_FRAME,
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RENDER_INFO_VERTICES_IN_FRAME,
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RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
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RENDER_INFO_SHADER_CHANGES_IN_FRAME,
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RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
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RENDER_INFO_DRAW_CALLS_IN_FRAME,
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RENDER_INFO_MAX
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};
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enum DebugDraw {
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DEBUG_DRAW_DISABLED,
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DEBUG_DRAW_UNSHADED,
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DEBUG_DRAW_LIGHTING,
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DEBUG_DRAW_OVERDRAW,
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DEBUG_DRAW_WIREFRAME,
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DEBUG_DRAW_NORMAL_BUFFER,
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DEBUG_DRAW_GI_PROBE_ALBEDO,
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DEBUG_DRAW_GI_PROBE_LIGHTING,
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DEBUG_DRAW_GI_PROBE_EMISSION,
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DEBUG_DRAW_SHADOW_ATLAS,
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DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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DEBUG_DRAW_SCENE_LUMINANCE,
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DEBUG_DRAW_SSAO,
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DEBUG_DRAW_ROUGHNESS_LIMITER,
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DEBUG_DRAW_PSSM_SPLITS,
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DEBUG_DRAW_DECAL_ATLAS
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};
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enum DefaultCanvasItemTextureFilter {
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DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
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DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
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DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
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DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
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DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX
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};
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enum DefaultCanvasItemTextureRepeat {
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DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
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DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
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DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
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DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX,
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};
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enum {
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SUBWINDOW_CANVAS_LAYER = 1024
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};
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private:
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friend class ViewportTexture;
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Viewport *parent;
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Listener3D *listener;
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Set<Listener3D *> listeners;
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struct CameraOverrideData {
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Transform transform;
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enum Projection {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL
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};
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Projection projection;
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float fov;
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float size;
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float z_near;
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float z_far;
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RID rid;
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operator bool() const {
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return rid != RID();
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}
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} camera_override;
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Camera3D *camera;
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Set<Camera3D *> cameras;
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Set<CanvasLayer *> canvas_layers;
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RID viewport;
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RID current_canvas;
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RID subwindow_canvas;
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bool audio_listener;
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RID internal_listener;
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bool audio_listener_2d;
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RID internal_listener_2d;
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bool override_canvas_transform;
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Transform2D canvas_transform_override;
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Transform2D canvas_transform;
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Transform2D global_canvas_transform;
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Transform2D stretch_transform;
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Size2i size;
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Size2i size_2d_override;
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bool size_allocated;
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RID contact_2d_debug;
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RID contact_3d_debug_multimesh;
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RID contact_3d_debug_instance;
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Rect2 last_vp_rect;
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bool transparent_bg;
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bool filter;
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bool gen_mipmaps;
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bool snap_controls_to_pixels;
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bool physics_object_picking;
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List<Ref<InputEvent>> physics_picking_events;
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ObjectID physics_object_capture;
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ObjectID physics_object_over;
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Transform physics_last_object_transform;
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Transform physics_last_camera_transform;
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ObjectID physics_last_id;
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bool physics_has_last_mousepos;
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Vector2 physics_last_mousepos;
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struct {
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bool alt;
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bool control;
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bool shift;
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bool meta;
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int mouse_mask;
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} physics_last_mouse_state;
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void _collision_object_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
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bool handle_input_locally;
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bool local_input_handled;
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Map<ObjectID, uint64_t> physics_2d_mouseover;
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Ref<World2D> world_2d;
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Ref<World3D> world_3d;
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Ref<World3D> own_world_3d;
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Rect2i to_screen_rect;
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StringName input_group;
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StringName gui_input_group;
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StringName unhandled_input_group;
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StringName unhandled_key_input_group;
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void _update_listener();
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void _update_listener_2d();
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void _propagate_enter_world(Node *p_node);
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void _propagate_exit_world(Node *p_node);
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void _propagate_viewport_notification(Node *p_node, int p_what);
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void _update_global_transform();
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RID texture_rid;
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DebugDraw debug_draw;
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int shadow_atlas_size;
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ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
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MSAA msaa;
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ScreenSpaceAA screen_space_aa;
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Ref<ViewportTexture> default_texture;
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Set<ViewportTexture *> viewport_textures;
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enum SubWindowDrag {
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SUB_WINDOW_DRAG_DISABLED,
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SUB_WINDOW_DRAG_MOVE,
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SUB_WINDOW_DRAG_CLOSE,
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SUB_WINDOW_DRAG_RESIZE,
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};
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enum SubWindowResize {
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SUB_WINDOW_RESIZE_DISABLED,
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SUB_WINDOW_RESIZE_TOP_LEFT,
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SUB_WINDOW_RESIZE_TOP,
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SUB_WINDOW_RESIZE_TOP_RIGHT,
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SUB_WINDOW_RESIZE_LEFT,
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SUB_WINDOW_RESIZE_RIGHT,
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SUB_WINDOW_RESIZE_BOTTOM_LEFT,
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SUB_WINDOW_RESIZE_BOTTOM,
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SUB_WINDOW_RESIZE_BOTTOM_RIGHT,
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SUB_WINDOW_RESIZE_MAX
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};
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struct SubWindow {
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Window *window;
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RID canvas_item;
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};
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struct GUI {
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// info used when this is a window
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bool forced_mouse_focus; //used for menu buttons
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bool key_event_accepted;
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Control *mouse_focus;
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Control *last_mouse_focus;
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Control *mouse_click_grabber;
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int mouse_focus_mask;
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Control *key_focus;
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Control *mouse_over;
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Control *drag_mouse_over;
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Vector2 drag_mouse_over_pos;
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Control *tooltip;
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Window *tooltip_popup;
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Label *tooltip_label;
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Point2 tooltip_pos;
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Point2 last_mouse_pos;
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Point2 drag_accum;
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bool drag_attempted;
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Variant drag_data;
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Control *drag_preview;
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float tooltip_timer;
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float tooltip_delay;
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Transform2D focus_inv_xform;
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bool roots_order_dirty;
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List<Control *> roots;
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int canvas_sort_index; //for sorting items with canvas as root
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bool dragging;
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bool embed_subwindows_hint;
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bool embedding_subwindows;
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Window *subwindow_focused;
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SubWindowDrag subwindow_drag;
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Vector2 subwindow_drag_from;
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Vector2 subwindow_drag_pos;
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Rect2i subwindow_drag_close_rect;
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bool subwindow_drag_close_inside;
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SubWindowResize subwindow_resize_mode;
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Rect2i subwindow_resize_from_rect;
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Vector<SubWindow> sub_windows;
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GUI();
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} gui;
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DefaultCanvasItemTextureFilter default_canvas_item_texture_filter;
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DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat;
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void _propagate_update_default_filter(Node *p_node);
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void _propagate_update_default_repeat(Node *p_node);
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bool disable_input;
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void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
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void _gui_call_notification(Control *p_control, int p_what);
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void _gui_sort_roots();
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Control *_gui_find_control(const Point2 &p_global);
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Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
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void _gui_input_event(Ref<InputEvent> p_event);
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void update_worlds();
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_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
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Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
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friend class Control;
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List<Control *>::Element *_gui_add_root_control(Control *p_control);
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void _gui_remove_root_control(List<Control *>::Element *RI);
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String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_which = nullptr);
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void _gui_cancel_tooltip();
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void _gui_show_tooltip();
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void _gui_remove_control(Control *p_control);
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void _gui_hid_control(Control *p_control);
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void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
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void _gui_set_drag_preview(Control *p_base, Control *p_control);
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void _gui_remove_focus();
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void _gui_unfocus_control(Control *p_control);
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bool _gui_control_has_focus(const Control *p_control);
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void _gui_control_grab_focus(Control *p_control);
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void _gui_grab_click_focus(Control *p_control);
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void _post_gui_grab_click_focus();
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void _gui_accept_event();
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Control *_gui_get_focus_owner();
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bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
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friend class Listener3D;
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void _listener_transform_changed_notify();
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void _listener_set(Listener3D *p_listener);
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bool _listener_add(Listener3D *p_listener); //true if first
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void _listener_remove(Listener3D *p_listener);
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void _listener_make_next_current(Listener3D *p_exclude);
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friend class Camera3D;
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void _camera_transform_changed_notify();
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void _camera_set(Camera3D *p_camera);
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bool _camera_add(Camera3D *p_camera); //true if first
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void _camera_remove(Camera3D *p_camera);
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void _camera_make_next_current(Camera3D *p_exclude);
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friend class CanvasLayer;
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void _canvas_layer_add(CanvasLayer *p_canvas_layer);
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void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
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void _drop_mouse_focus();
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void _drop_physics_mouseover();
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void _update_canvas_items(Node *p_node);
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void _gui_set_root_order_dirty();
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void _own_world_3d_changed();
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friend class Window;
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void _sub_window_update_order();
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void _sub_window_register(Window *p_window);
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void _sub_window_update(Window *p_window);
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void _sub_window_grab_focus(Window *p_window);
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void _sub_window_remove(Window *p_window);
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bool _sub_windows_forward_input(const Ref<InputEvent> &p_event);
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SubWindowResize _sub_window_get_resize_margin(Window *p_subwindow, const Point2 &p_point);
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protected:
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void _set_size(const Size2i &p_size, const Size2i &p_size_2d_override, const Rect2i &p_to_screen_rect, const Transform2D &p_stretch_transform, bool p_allocated);
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Size2i _get_size() const;
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Size2i _get_size_2d_override() const;
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bool _is_size_allocated() const;
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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Listener3D *get_listener() const;
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Camera3D *get_camera() const;
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void enable_camera_override(bool p_enable);
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bool is_camera_override_enabled() const;
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void set_camera_override_transform(const Transform &p_transform);
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Transform get_camera_override_transform() const;
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void set_camera_override_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
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void set_camera_override_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_as_audio_listener(bool p_enable);
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bool is_audio_listener() const;
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void set_as_audio_listener_2d(bool p_enable);
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bool is_audio_listener_2d() const;
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void update_canvas_items();
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Rect2 get_visible_rect() const;
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RID get_viewport_rid() const;
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void set_world_3d(const Ref<World3D> &p_world_3d);
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void set_world_2d(const Ref<World2D> &p_world_2d);
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Ref<World3D> get_world_3d() const;
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Ref<World3D> find_world_3d() const;
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Ref<World2D> get_world_2d() const;
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Ref<World2D> find_world_2d() const;
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void enable_canvas_transform_override(bool p_enable);
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bool is_canvas_transform_override_enbled() const;
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void set_canvas_transform_override(const Transform2D &p_transform);
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Transform2D get_canvas_transform_override() const;
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void set_canvas_transform(const Transform2D &p_transform);
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Transform2D get_canvas_transform() const;
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void set_global_canvas_transform(const Transform2D &p_transform);
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Transform2D get_global_canvas_transform() const;
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Transform2D get_final_transform() const;
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void set_transparent_background(bool p_enable);
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bool has_transparent_background() const;
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Ref<ViewportTexture> get_texture() const;
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void set_shadow_atlas_size(int p_size);
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int get_shadow_atlas_size() const;
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void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
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ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
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void set_msaa(MSAA p_msaa);
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MSAA get_msaa() const;
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void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
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ScreenSpaceAA get_screen_space_aa() const;
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
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Vector2 get_camera_rect_size() const;
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void set_use_own_world_3d(bool p_world_3d);
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bool is_using_own_world_3d() const;
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void input_text(const String &p_text);
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void input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
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void unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
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void set_disable_input(bool p_disable);
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bool is_input_disabled() const;
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Vector2 get_mouse_position() const;
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void warp_mouse(const Vector2 &p_pos);
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void set_physics_object_picking(bool p_enable);
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bool get_physics_object_picking();
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Variant gui_get_drag_data() const;
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void gui_reset_canvas_sort_index();
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int gui_get_canvas_sort_index();
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virtual String get_configuration_warning() const;
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void set_debug_draw(DebugDraw p_debug_draw);
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DebugDraw get_debug_draw() const;
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int get_render_info(RenderInfo p_info);
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void set_snap_controls_to_pixels(bool p_enable);
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bool is_snap_controls_to_pixels_enabled() const;
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void set_input_as_handled();
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bool is_input_handled() const;
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void set_handle_input_locally(bool p_enable);
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bool is_handling_input_locally() const;
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bool gui_is_dragging() const;
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void set_default_canvas_item_texture_filter(DefaultCanvasItemTextureFilter p_filter);
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DefaultCanvasItemTextureFilter get_default_canvas_item_texture_filter() const;
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void set_default_canvas_item_texture_repeat(DefaultCanvasItemTextureRepeat p_repeat);
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DefaultCanvasItemTextureRepeat get_default_canvas_item_texture_repeat() const;
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virtual DisplayServer::WindowID get_window_id() const = 0;
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void set_embed_subwindows_hint(bool p_embed);
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bool get_embed_subwindows_hint() const;
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bool is_embedding_subwindows() const;
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Viewport *get_parent_viewport() const;
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void pass_mouse_focus_to(Viewport *p_viewport, Control *p_control);
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Viewport();
|
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~Viewport();
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};
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class SubViewport : public Viewport {
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GDCLASS(SubViewport, Viewport);
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public:
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enum ClearMode {
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CLEAR_MODE_ALWAYS,
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CLEAR_MODE_NEVER,
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CLEAR_MODE_ONLY_NEXT_FRAME
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};
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|
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enum UpdateMode {
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UPDATE_DISABLED,
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UPDATE_ONCE, //then goes to disabled
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|
UPDATE_WHEN_VISIBLE, // default
|
|
UPDATE_WHEN_PARENT_VISIBLE,
|
|
UPDATE_ALWAYS
|
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};
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private:
|
|
UpdateMode update_mode;
|
|
ClearMode clear_mode;
|
|
bool xr;
|
|
bool size_2d_override_stretch;
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|
|
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protected:
|
|
static void _bind_methods();
|
|
virtual DisplayServer::WindowID get_window_id() const;
|
|
Transform2D _stretch_transform();
|
|
void _notification(int p_what);
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|
|
|
public:
|
|
void set_size(const Size2i &p_size);
|
|
Size2i get_size() const;
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|
|
|
void set_size_2d_override(const Size2i &p_size);
|
|
Size2i get_size_2d_override() const;
|
|
|
|
void set_use_xr(bool p_use_xr);
|
|
bool is_using_xr();
|
|
|
|
void set_size_2d_override_stretch(bool p_enable);
|
|
bool is_size_2d_override_stretch_enabled() const;
|
|
|
|
void set_update_mode(UpdateMode p_mode);
|
|
UpdateMode get_update_mode() const;
|
|
|
|
void set_clear_mode(ClearMode p_mode);
|
|
ClearMode get_clear_mode() const;
|
|
|
|
SubViewport();
|
|
~SubViewport();
|
|
};
|
|
VARIANT_ENUM_CAST(SubViewport::UpdateMode);
|
|
VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
|
|
VARIANT_ENUM_CAST(Viewport::MSAA);
|
|
VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
|
|
VARIANT_ENUM_CAST(Viewport::DebugDraw);
|
|
VARIANT_ENUM_CAST(SubViewport::ClearMode);
|
|
VARIANT_ENUM_CAST(Viewport::RenderInfo);
|
|
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureFilter);
|
|
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureRepeat);
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|
|
|
#endif
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