721 lines
21 KiB
C++
721 lines
21 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "core/templates/pair.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 = nullptr;
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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() override;
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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 Size2 get_size() const override;
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virtual RID get_rid() 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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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_PRIMITIVES_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 RenderInfoType {
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RENDER_INFO_TYPE_VISIBLE,
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RENDER_INFO_TYPE_SHADOW,
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RENDER_INFO_TYPE_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_VOXEL_GI_ALBEDO,
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DEBUG_DRAW_VOXEL_GI_LIGHTING,
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DEBUG_DRAW_VOXEL_GI_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_PSSM_SPLITS,
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DEBUG_DRAW_DECAL_ATLAS,
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DEBUG_DRAW_SDFGI,
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DEBUG_DRAW_SDFGI_PROBES,
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DEBUG_DRAW_GI_BUFFER,
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DEBUG_DRAW_DISABLE_LOD,
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DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
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DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
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DEBUG_DRAW_CLUSTER_DECALS,
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DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
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DEBUG_DRAW_OCCLUDERS,
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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 SDFOversize {
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SDF_OVERSIZE_100_PERCENT,
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SDF_OVERSIZE_120_PERCENT,
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SDF_OVERSIZE_150_PERCENT,
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SDF_OVERSIZE_200_PERCENT,
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SDF_OVERSIZE_MAX
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};
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enum SDFScale {
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SDF_SCALE_100_PERCENT,
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SDF_SCALE_50_PERCENT,
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SDF_SCALE_25_PERCENT,
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SDF_SCALE_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 = nullptr;
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Listener3D *listener = nullptr;
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Set<Listener3D *> listeners;
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struct CameraOverrideData {
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Transform3D 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 = Projection::PROJECTION_PERSPECTIVE;
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float fov = 0.0;
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float size = 0.0;
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float z_near = 0.0;
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float z_far = 0.0;
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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_3d = nullptr;
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Camera2D *camera_2d = nullptr;
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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 = false;
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RID internal_listener;
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bool audio_listener_2d = false;
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RID internal_listener_2d;
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bool override_canvas_transform = false;
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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 = Size2i(512, 512);
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Size2i size_2d_override;
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bool size_allocated = false;
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bool use_xr = false;
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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 = false;
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bool filter;
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bool gen_mipmaps = false;
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bool snap_controls_to_pixels = true;
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bool snap_2d_transforms_to_pixel = false;
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bool snap_2d_vertices_to_pixel = false;
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bool physics_object_picking = false;
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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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Transform3D physics_last_object_transform;
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Transform3D physics_last_camera_transform;
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ObjectID physics_last_id;
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bool physics_has_last_mousepos = false;
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Vector2 physics_last_mousepos = Vector2(INFINITY, INFINITY);
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struct {
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bool alt = false;
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bool control = false;
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bool shift = false;
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bool meta = false;
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int mouse_mask = 0;
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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 = true;
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bool local_input_handled = false;
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// Collider to frame
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Map<ObjectID, uint64_t> physics_2d_mouseover;
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// Collider & shape to frame
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Map<Pair<ObjectID, int>, uint64_t, PairSort<ObjectID, int>> physics_2d_shape_mouseover;
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// Cleans up colliders corresponding to old frames or all of them.
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void _cleanup_mouseover_colliders(bool p_clean_all_frames, bool p_paused_only, uint64_t p_frame_reference = 0);
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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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bool disable_3d = false;
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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 = DEBUG_DRAW_DISABLED;
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int shadow_atlas_size = 2048;
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bool shadow_atlas_16_bits = true;
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ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
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MSAA msaa = MSAA_DISABLED;
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ScreenSpaceAA screen_space_aa = SCREEN_SPACE_AA_DISABLED;
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bool use_debanding = false;
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float lod_threshold = 1.0;
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bool use_occlusion_culling = false;
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Ref<ViewportTexture> default_texture;
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Set<ViewportTexture *> viewport_textures;
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SDFOversize sdf_oversize = SDF_OVERSIZE_120_PERCENT;
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SDFScale sdf_scale = SDF_SCALE_50_PERCENT;
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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 = nullptr;
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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 = false; //used for menu buttons
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bool key_event_accepted = false;
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Control *mouse_focus = nullptr;
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Control *last_mouse_focus = nullptr;
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Control *mouse_click_grabber = nullptr;
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int mouse_focus_mask = 0;
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Control *key_focus = nullptr;
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Control *mouse_over = nullptr;
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Control *drag_mouse_over = nullptr;
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Vector2 drag_mouse_over_pos;
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Control *tooltip_control = nullptr;
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Window *tooltip_popup = nullptr;
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Label *tooltip_label = nullptr;
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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 = false;
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Variant drag_data;
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ObjectID drag_preview_id;
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float tooltip_timer = -1.0;
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float tooltip_delay = 0.0;
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Transform2D focus_inv_xform;
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bool roots_order_dirty = false;
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List<Control *> roots;
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int canvas_sort_index = 0; //for sorting items with canvas as root
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bool dragging = false;
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bool embed_subwindows_hint = false;
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bool embedding_subwindows = false;
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Window *subwindow_focused = nullptr;
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SubWindowDrag subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
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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 = false;
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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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DefaultCanvasItemTextureFilter default_canvas_item_texture_filter = DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat = DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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bool disable_input = false;
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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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_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_tooltip_owner = 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_hide_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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Control *_gui_get_drag_preview();
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void _gui_remove_focus_for_window(Node *p_window);
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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_3d_transform_changed_notify();
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void _camera_3d_set(Camera3D *p_camera);
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bool _camera_3d_add(Camera3D *p_camera); //true if first
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void _camera_3d_remove(Camera3D *p_camera);
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void _camera_3d_make_next_current(Camera3D *p_exclude);
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friend class Camera2D;
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void _camera_2d_set(Camera2D *p_camera_2d);
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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(bool p_paused_only = false);
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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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virtual bool _can_consume_input_events() const { return true; }
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uint64_t event_count = 0;
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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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void _process_picking();
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static void _bind_methods();
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public:
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uint64_t get_processed_events_count() const { return event_count; }
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Listener3D *get_listener() const;
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Camera3D *get_camera_3d() const;
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Camera2D *get_camera_2d() 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 Transform3D &p_transform);
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Transform3D 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 set_disable_3d(bool p_disable);
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bool is_3d_disabled() 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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void set_use_xr(bool p_use_xr);
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bool is_using_xr();
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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_16_bits(bool p_16_bits);
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bool get_shadow_atlas_16_bits() 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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void set_use_debanding(bool p_use_debanding);
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bool is_using_debanding() const;
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void set_lod_threshold(float p_pixels);
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float get_lod_threshold() const;
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void set_use_occlusion_culling(bool p_us_occlusion_culling);
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bool is_using_occlusion_culling() 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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TypedArray<String> get_configuration_warnings() const override;
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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(RenderInfoType p_type, 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_snap_2d_transforms_to_pixel(bool p_enable);
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bool is_snap_2d_transforms_to_pixel_enabled() const;
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void set_snap_2d_vertices_to_pixel(bool p_enable);
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bool is_snap_2d_vertices_to_pixel_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_sdf_oversize(SDFOversize p_sdf_oversize);
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SDFOversize get_sdf_oversize() const;
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void set_sdf_scale(SDFScale p_sdf_scale);
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SDFScale get_sdf_scale() 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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Window *get_base_window() 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_ONCE
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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
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UPDATE_WHEN_PARENT_VISIBLE,
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UPDATE_ALWAYS
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};
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private:
|
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UpdateMode update_mode = UPDATE_WHEN_VISIBLE;
|
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ClearMode clear_mode = CLEAR_MODE_ALWAYS;
|
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bool size_2d_override_stretch = false;
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protected:
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static void _bind_methods();
|
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virtual DisplayServer::WindowID get_window_id() const override;
|
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Transform2D _stretch_transform();
|
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void _notification(int p_what);
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|
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public:
|
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void set_size(const Size2i &p_size);
|
|
Size2i get_size() const;
|
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|
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void set_size_2d_override(const Size2i &p_size);
|
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Size2i get_size_2d_override() const;
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|
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void set_size_2d_override_stretch(bool p_enable);
|
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bool is_size_2d_override_stretch_enabled() const;
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|
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void set_update_mode(UpdateMode p_mode);
|
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UpdateMode get_update_mode() const;
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|
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void set_clear_mode(ClearMode p_mode);
|
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ClearMode get_clear_mode() const;
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SubViewport();
|
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~SubViewport();
|
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};
|
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VARIANT_ENUM_CAST(SubViewport::UpdateMode);
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VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
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VARIANT_ENUM_CAST(Viewport::MSAA);
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VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
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VARIANT_ENUM_CAST(Viewport::DebugDraw);
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VARIANT_ENUM_CAST(Viewport::SDFScale);
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VARIANT_ENUM_CAST(Viewport::SDFOversize);
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VARIANT_ENUM_CAST(SubViewport::ClearMode);
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VARIANT_ENUM_CAST(Viewport::RenderInfo);
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VARIANT_ENUM_CAST(Viewport::RenderInfoType);
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VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureFilter);
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VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureRepeat);
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#endif
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