godot/scene/main/canvas_item.h

377 lines
15 KiB
C++

/*************************************************************************/
/* canvas_item.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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/resources/canvas_item_material.h"
#include "scene/resources/font.h"
class CanvasLayer;
class MultiMesh;
class StyleBox;
class Window;
class World2D;
class CanvasItem : public Node {
GDCLASS(CanvasItem, Node);
friend class CanvasLayer;
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;
StringName group;
CanvasLayer *canvas_layer = nullptr;
Color modulate = Color(1, 1, 1, 1);
Color self_modulate = Color(1, 1, 1, 1);
List<CanvasItem *> children_items;
List<CanvasItem *>::Element *C = nullptr;
int light_mask = 1;
Window *window = nullptr;
bool first_draw = false;
bool visible = true;
bool parent_visible_in_tree = false;
bool clip_children = false;
bool pending_update = false;
bool top_level = false;
bool drawing = false;
bool block_transform_notify = false;
bool behind = false;
bool use_parent_material = false;
bool notify_local_transform = false;
bool notify_transform = false;
RS::CanvasItemTextureFilter texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
TextureFilter texture_filter = TEXTURE_FILTER_PARENT_NODE;
TextureRepeat texture_repeat = TEXTURE_REPEAT_PARENT_NODE;
Ref<Material> material;
mutable Transform2D global_transform;
mutable bool global_invalid = true;
void _top_level_raise_self();
void _propagate_visibility_changed(bool p_parent_visible_in_tree);
void _handle_visibility_change(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();
GDVIRTUAL0(_draw)
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(real_t p_rotation) {}
virtual real_t _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();
void set_clip_children(bool p_enabled);
bool is_clipping_children() const;
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_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = 1.0, real_t p_dash = 2.0);
void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = 1.0);
void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false);
void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = 1.0, bool p_antialiased = false);
void draw_arc(const Vector2 &p_center, real_t p_radius, real_t p_start_angle, real_t p_end_angle, int p_point_count, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false);
void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = 1.0);
void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = 1.0);
void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, real_t p_width = 1.0);
void draw_circle(const Point2 &p_pos, real_t 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));
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);
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, bool p_clip_uv = false);
void draw_msdf_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), double p_outline = 0.0, double p_pixel_range = 4.0);
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>(), real_t p_width = 1);
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>());
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>());
void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1));
void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture);
void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, real_t p_width = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
real_t draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0)) const;
void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0));
void draw_set_transform_matrix(const Transform2D &p_matrix);
void draw_animation_slice(double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset = 0);
void draw_end_animation();
static CanvasItem *get_current_item_drawn();
/* RECT / TRANSFORM */
void set_as_top_level(bool p_top_level);
bool is_set_as_top_level() 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_top_level() 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();
virtual void set_texture_filter(TextureFilter p_texture_filter);
TextureFilter get_texture_filter() const;
virtual 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)
class CanvasTexture : public Texture2D {
GDCLASS(CanvasTexture, Texture2D);
OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
Ref<Texture2D> diffuse_texture;
Ref<Texture2D> normal_texture;
Ref<Texture2D> specular_texture;
Color specular = Color(1, 1, 1, 1);
real_t shininess = 1.0;
RID canvas_texture;
CanvasItem::TextureFilter texture_filter = CanvasItem::TEXTURE_FILTER_PARENT_NODE;
CanvasItem::TextureRepeat texture_repeat = CanvasItem::TEXTURE_REPEAT_PARENT_NODE;
protected:
static void _bind_methods();
public:
void set_diffuse_texture(const Ref<Texture2D> &p_diffuse);
Ref<Texture2D> get_diffuse_texture() const;
void set_normal_texture(const Ref<Texture2D> &p_normal);
Ref<Texture2D> get_normal_texture() const;
void set_specular_texture(const Ref<Texture2D> &p_specular);
Ref<Texture2D> get_specular_texture() const;
void set_specular_color(const Color &p_color);
Color get_specular_color() const;
void set_specular_shininess(real_t p_shininess);
real_t get_specular_shininess() const;
void set_texture_filter(CanvasItem::TextureFilter p_filter);
CanvasItem::TextureFilter get_texture_filter() const;
void set_texture_repeat(CanvasItem::TextureRepeat p_repeat);
CanvasItem::TextureRepeat get_texture_repeat() const;
virtual int get_width() const override;
virtual int get_height() const override;
virtual bool is_pixel_opaque(int p_x, int p_y) const override;
virtual bool has_alpha() const override;
virtual Ref<Image> get_image() const override;
virtual RID get_rid() const override;
CanvasTexture();
~CanvasTexture();
};
#endif // CANVAS_ITEM_H