c6c72a3c37
also added a demo showing how this works
261 lines
8.3 KiB
C++
261 lines
8.3 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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/* http://www.godotengine.org */
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/*************************************************************************/
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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/texture.h"
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#include "scene/main/scene_main_loop.h"
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#include "scene/resources/shader.h"
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class CanvasLayer;
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class Viewport;
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class Font;
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class StyleBox;
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class CanvasItemMaterial : public Resource{
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OBJ_TYPE(CanvasItemMaterial,Resource);
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RID material;
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Ref<Shader> shader;
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bool unshaded;
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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void _shader_changed();
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static void _bind_methods();
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void get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const;
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public:
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void set_shader(const Ref<Shader>& p_shader);
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Ref<Shader> get_shader() const;
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void set_shader_param(const StringName& p_param,const Variant& p_value);
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Variant get_shader_param(const StringName& p_param) const;
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void set_unshaded(bool p_unshaded);
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bool is_unshaded() const;
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virtual RID get_rid() const;
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CanvasItemMaterial();
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~CanvasItemMaterial();
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};
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class CanvasItem : public Node {
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OBJ_TYPE( CanvasItem, Node );
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public:
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enum BlendMode {
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BLEND_MODE_MIX, //default
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PREMULT_ALPHA
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};
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private:
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mutable SelfList<Node> xform_change;
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RID canvas_item;
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String group;
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CanvasLayer *canvas_layer;
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float opacity;
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float self_opacity;
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List<CanvasItem*> children_items;
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List<CanvasItem*>::Element *C;
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BlendMode blend_mode;
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int light_mask;
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bool first_draw;
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bool hidden;
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bool pending_update;
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bool toplevel;
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bool pending_children_sort;
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bool drawing;
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bool block_transform_notify;
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bool behind;
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bool use_parent_material;
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Ref<CanvasItemMaterial> material;
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mutable Matrix32 global_transform;
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mutable bool global_invalid;
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void _raise_self();
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void _propagate_visibility_changed(bool p_visible);
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void _set_visible_(bool p_visible);
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bool _is_visible_() const;
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void _update_callback();
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void _enter_canvas();
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void _exit_canvas();
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void _queue_sort_children();
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void _sort_children();
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void _notify_transform(CanvasItem *p_node);
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void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
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bool _is_on_top() const { return !is_draw_behind_parent_enabled(); }
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protected:
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_FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) return; _notify_transform(this); if (!block_transform_notify) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); }
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void item_rect_changed();
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void _notification(int p_what);
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static void _bind_methods();
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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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virtual Variant edit_get_state() const;
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virtual void edit_set_state(const Variant& p_state);
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virtual void edit_set_rect(const Rect2& p_edit_rect);
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virtual void edit_rotate(float p_rot);
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virtual Size2 edit_get_minimum_size() const;
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/* VISIBILITY */
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bool is_visible() const;
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bool is_hidden() const;
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void show();
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void hide();
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void update();
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void set_blend_mode(BlendMode p_blend_mode);
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BlendMode get_blend_mode() const;
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void set_light_mask(int p_light_mask);
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int get_light_mask() const;
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void set_opacity(float p_opacity);
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float get_opacity() const;
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void set_self_opacity(float p_self_opacity);
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float get_self_opacity() const;
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/* DRAWING API */
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void draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0);
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void draw_rect(const Rect2& p_rect, const Color& p_color);
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void draw_circle(const Point2& p_pos, float p_radius, const Color& p_color);
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void draw_texture(const Ref<Texture>& p_texture,const Point2& p_pos);
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void draw_texture_rect(const Ref<Texture>& 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<Texture>& p_texture,const Rect2& p_rect, const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1), bool p_transpose=false);
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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<Texture> p_texture=Ref<Texture>(),float p_width=1);
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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<Texture> p_texture=Ref<Texture>());
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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<Texture> p_texture=Ref<Texture>());
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void draw_string(const Ref<Font>& p_font, const Point2& p_pos, const String& p_text,const Color& p_modulate=Color(1,1,1),int p_clip_w=-1);
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float draw_char(const Ref<Font>& p_font,const Point2& p_pos, const String& p_char,const String& p_next="",const Color& p_modulate=Color(1,1,1));
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void draw_set_transform(const Point2& p_offset, float p_rot, const Size2& p_scale);
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/* RECT / TRANSFORM */
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void set_as_toplevel(bool p_toplevel);
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bool is_set_as_toplevel() 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 Rect2 get_item_rect() const=0;
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virtual Matrix32 get_transform() const=0;
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virtual Matrix32 get_global_transform() const;
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virtual Matrix32 get_global_transform_with_canvas() const;
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CanvasItem *get_toplevel() const;
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_FORCE_INLINE_ RID get_canvas_item() const { return canvas_item; }
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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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Matrix32 get_canvas_transform() const;
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Matrix32 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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Ref<World2D> get_world_2d() const;
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void set_material(const Ref<CanvasItemMaterial>& p_material);
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Ref<CanvasItemMaterial> get_material() const;
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void set_use_parent_material(bool p_use_parent_material);
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bool get_use_parent_material() const;
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InputEvent make_input_local(const InputEvent& pevent) const;
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CanvasItem();
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~CanvasItem();
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};
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VARIANT_ENUM_CAST( CanvasItem::BlendMode );
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#endif // CANVAS_ITEM_H
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