104392ef4e
* This notification makes node children management very inefficient. * Replaced by a NOTIFICATION_CHILDREN_CHANGED (and children_changed signal). * Changed Canvas code (and similar) to use the above signal, to perform more efficiently. This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same. It is required for the changes in #75627 to be entirely effective.
428 lines
18 KiB
C++
428 lines
18 KiB
C++
/**************************************************************************/
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/* canvas_item.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 CANVAS_ITEM_H
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#define CANVAS_ITEM_H
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#include "scene/main/node.h"
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#include "scene/resources/canvas_item_material.h"
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#include "scene/resources/font.h"
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class CanvasLayer;
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class MultiMesh;
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class StyleBox;
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class Window;
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class World2D;
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class CanvasItem : public Node {
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GDCLASS(CanvasItem, Node);
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friend class CanvasLayer;
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public:
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enum TextureFilter {
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TEXTURE_FILTER_PARENT_NODE,
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TEXTURE_FILTER_NEAREST,
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TEXTURE_FILTER_LINEAR,
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TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
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TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
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TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
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TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
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TEXTURE_FILTER_MAX
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};
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enum TextureRepeat {
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TEXTURE_REPEAT_PARENT_NODE,
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TEXTURE_REPEAT_DISABLED,
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TEXTURE_REPEAT_ENABLED,
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TEXTURE_REPEAT_MIRROR,
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TEXTURE_REPEAT_MAX,
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};
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enum ClipChildrenMode {
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CLIP_CHILDREN_DISABLED,
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CLIP_CHILDREN_ONLY,
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CLIP_CHILDREN_AND_DRAW,
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CLIP_CHILDREN_MAX,
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};
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private:
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mutable SelfList<Node>
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xform_change;
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RID canvas_item;
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StringName canvas_group;
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CanvasLayer *canvas_layer = nullptr;
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Color modulate = Color(1, 1, 1, 1);
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Color self_modulate = Color(1, 1, 1, 1);
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List<CanvasItem *> children_items;
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List<CanvasItem *>::Element *C = nullptr;
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int light_mask = 1;
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uint32_t visibility_layer = 1;
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int z_index = 0;
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bool z_relative = true;
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bool y_sort_enabled = false;
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Window *window = nullptr;
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bool visible = true;
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bool parent_visible_in_tree = false;
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bool pending_update = false;
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bool top_level = false;
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bool drawing = false;
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bool block_transform_notify = false;
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bool behind = false;
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bool use_parent_material = false;
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bool notify_local_transform = false;
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bool notify_transform = false;
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bool hide_clip_children = false;
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ClipChildrenMode clip_children_mode = CLIP_CHILDREN_DISABLED;
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RS::CanvasItemTextureFilter texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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TextureFilter texture_filter = TEXTURE_FILTER_PARENT_NODE;
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TextureRepeat texture_repeat = TEXTURE_REPEAT_PARENT_NODE;
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Ref<Material> material;
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mutable Transform2D global_transform;
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mutable bool global_invalid = true;
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void _top_level_raise_self();
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void _propagate_visibility_changed(bool p_parent_visible_in_tree);
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void _handle_visibility_change(bool p_visible);
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virtual void _top_level_changed();
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virtual void _top_level_changed_on_parent();
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void _redraw_callback();
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void _enter_canvas();
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void _exit_canvas();
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void _window_visibility_changed();
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void _notify_transform(CanvasItem *p_node);
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static CanvasItem *current_item_drawn;
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friend class Viewport;
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void _refresh_texture_repeat_cache();
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void _update_texture_repeat_changed(bool p_propagate);
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void _refresh_texture_filter_cache();
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void _update_texture_filter_changed(bool p_propagate);
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protected:
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_FORCE_INLINE_ void _notify_transform() {
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if (!is_inside_tree()) {
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return;
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}
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_notify_transform(this);
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if (!block_transform_notify && notify_local_transform) {
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notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
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}
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}
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void item_rect_changed(bool p_size_changed = true);
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void _notification(int p_what);
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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_FORCE_INLINE_ void set_hide_clip_children(bool p_value) { hide_clip_children = p_value; }
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GDVIRTUAL0(_draw)
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
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NOTIFICATION_DRAW = 30,
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NOTIFICATION_VISIBILITY_CHANGED = 31,
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NOTIFICATION_ENTER_CANVAS = 32,
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NOTIFICATION_EXIT_CANVAS = 33,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
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NOTIFICATION_WORLD_2D_CHANGED = 36,
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};
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/* EDITOR */
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#ifdef TOOLS_ENABLED
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// Select the node
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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// Save and restore a CanvasItem state
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virtual void _edit_set_state(const Dictionary &p_state) {}
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virtual Dictionary _edit_get_state() const { return Dictionary(); };
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// Used to move the node
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virtual void _edit_set_position(const Point2 &p_position) = 0;
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virtual Point2 _edit_get_position() const = 0;
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// Used to scale the node
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virtual void _edit_set_scale(const Size2 &p_scale) = 0;
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virtual Size2 _edit_get_scale() const = 0;
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// Used to rotate the node
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virtual bool _edit_use_rotation() const { return false; };
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virtual void _edit_set_rotation(real_t p_rotation) {}
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virtual real_t _edit_get_rotation() const { return 0.0; };
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// Used to resize/move the node
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virtual bool _edit_use_rect() const { return false; }; // MAYBE REPLACE BY A _edit_get_editmode()
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virtual void _edit_set_rect(const Rect2 &p_rect) {}
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virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
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virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; // LOOKS WEIRD
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// Used to set a pivot
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virtual bool _edit_use_pivot() const { return false; };
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virtual void _edit_set_pivot(const Point2 &p_pivot) {}
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virtual Point2 _edit_get_pivot() const { return Point2(); };
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virtual Transform2D _edit_get_transform() const;
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#endif
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void update_draw_order();
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/* VISIBILITY */
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void set_visible(bool p_visible);
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bool is_visible() const;
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bool is_visible_in_tree() const;
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void show();
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void hide();
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void queue_redraw();
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void move_to_front();
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void set_clip_children_mode(ClipChildrenMode p_clip_mode);
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ClipChildrenMode get_clip_children_mode() const;
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virtual void set_light_mask(int p_light_mask);
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int get_light_mask() const;
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void set_modulate(const Color &p_modulate);
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Color get_modulate() const;
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Color get_modulate_in_tree() const;
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void set_self_modulate(const Color &p_self_modulate);
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Color get_self_modulate() const;
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void set_visibility_layer(uint32_t p_visibility_layer);
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uint32_t get_visibility_layer() const;
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void set_visibility_layer_bit(uint32_t p_visibility_layer, bool p_enable);
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bool get_visibility_layer_bit(uint32_t p_visibility_layer) const;
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/* ORDERING */
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void set_z_index(int p_z);
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int get_z_index() const;
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int get_effective_z_index() const;
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void set_z_as_relative(bool p_enabled);
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bool is_z_relative() const;
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virtual void set_y_sort_enabled(bool p_enabled);
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virtual bool is_y_sort_enabled() const;
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/* DRAWING API */
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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, bool p_aligned = true);
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void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = -1.0, bool p_antialiased = false);
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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);
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void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = -1.0);
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void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = -1.0);
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void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, real_t p_width = -1.0);
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void draw_circle(const Point2 &p_pos, real_t p_radius, const Color &p_color);
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void draw_texture(const Ref<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1));
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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);
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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);
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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, double p_scale = 1.0);
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void draw_lcd_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));
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void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect);
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void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>());
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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>());
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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>());
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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));
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void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture);
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void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_max_lines = -1, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::LineBreakFlag> p_brk_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND, BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_string_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_size = 1, int p_font_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_multiline_string_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_max_lines = -1, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::LineBreakFlag> p_brk_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND, BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, int p_font_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1.0, 1.0, 1.0)) const;
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void draw_char_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0)) const;
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void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0));
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void draw_set_transform_matrix(const Transform2D &p_matrix);
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void draw_animation_slice(double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset = 0);
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void draw_end_animation();
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static CanvasItem *get_current_item_drawn();
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/* RECT / TRANSFORM */
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void set_as_top_level(bool p_top_level);
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bool is_set_as_top_level() const;
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void set_draw_behind_parent(bool p_enable);
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bool is_draw_behind_parent_enabled() const;
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CanvasItem *get_parent_item() const;
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virtual Transform2D get_transform() const = 0;
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virtual Transform2D get_global_transform() const;
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virtual Transform2D get_global_transform_with_canvas() const;
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virtual Transform2D get_screen_transform() const;
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CanvasItem *get_top_level() const;
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_FORCE_INLINE_ RID get_canvas_item() const {
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return canvas_item;
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}
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void set_block_transform_notify(bool p_enable);
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bool is_block_transform_notify_enabled() const;
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Transform2D get_canvas_transform() const;
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Transform2D get_viewport_transform() const;
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Rect2 get_viewport_rect() const;
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RID get_viewport_rid() const;
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RID get_canvas() const;
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ObjectID get_canvas_layer_instance_id() const;
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Ref<World2D> get_world_2d() const;
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virtual void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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virtual void set_use_parent_material(bool p_use_parent_material);
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bool get_use_parent_material() const;
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Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
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Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
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Vector2 get_global_mouse_position() const;
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Vector2 get_local_mouse_position() const;
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void set_notify_local_transform(bool p_enable);
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bool is_local_transform_notification_enabled() const;
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void set_notify_transform(bool p_enable);
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bool is_transform_notification_enabled() const;
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void force_update_transform();
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virtual void set_texture_filter(TextureFilter p_texture_filter);
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TextureFilter get_texture_filter() const;
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virtual void set_texture_repeat(TextureRepeat p_texture_repeat);
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TextureRepeat get_texture_repeat() const;
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TextureFilter get_texture_filter_in_tree();
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TextureRepeat get_texture_repeat_in_tree();
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// Used by control nodes to retrieve the parent's anchorable area
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virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
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int get_canvas_layer() const;
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CanvasItem();
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~CanvasItem();
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};
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VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
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VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
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VARIANT_ENUM_CAST(CanvasItem::ClipChildrenMode)
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class CanvasTexture : public Texture2D {
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GDCLASS(CanvasTexture, Texture2D);
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OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
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Ref<Texture2D> diffuse_texture;
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Ref<Texture2D> normal_texture;
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Ref<Texture2D> specular_texture;
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Color specular = Color(1, 1, 1, 1);
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real_t shininess = 1.0;
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RID canvas_texture;
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CanvasItem::TextureFilter texture_filter = CanvasItem::TEXTURE_FILTER_PARENT_NODE;
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CanvasItem::TextureRepeat texture_repeat = CanvasItem::TEXTURE_REPEAT_PARENT_NODE;
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protected:
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static void _bind_methods();
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public:
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void set_diffuse_texture(const Ref<Texture2D> &p_diffuse);
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Ref<Texture2D> get_diffuse_texture() const;
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void set_normal_texture(const Ref<Texture2D> &p_normal);
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Ref<Texture2D> get_normal_texture() const;
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void set_specular_texture(const Ref<Texture2D> &p_specular);
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Ref<Texture2D> get_specular_texture() const;
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void set_specular_color(const Color &p_color);
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Color get_specular_color() const;
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void set_specular_shininess(real_t p_shininess);
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real_t get_specular_shininess() const;
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void set_texture_filter(CanvasItem::TextureFilter p_filter);
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CanvasItem::TextureFilter get_texture_filter() const;
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void set_texture_repeat(CanvasItem::TextureRepeat p_repeat);
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CanvasItem::TextureRepeat get_texture_repeat() const;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual bool is_pixel_opaque(int p_x, int p_y) const override;
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virtual bool has_alpha() const override;
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virtual Ref<Image> get_image() const override;
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virtual RID get_rid() const override;
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CanvasTexture();
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~CanvasTexture();
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};
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#endif // CANVAS_ITEM_H
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