godot/scene/main/viewport.h

254 lines
7.0 KiB
C++

/*************************************************************************/
/* viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VIEWPORT_H
#define VIEWPORT_H
#include "scene/main/node.h"
#include "servers/visual_server.h"
#include "scene/resources/world_2d.h"
#include "math_2d.h"
#include "scene/resources/texture.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Camera;
class Viewport;
class RenderTargetTexture : public Texture {
OBJ_TYPE( RenderTargetTexture, Texture );
int flags;
friend class Viewport;
Viewport *vp;
public:
virtual int get_width() const;
virtual int get_height() const;
virtual Size2 get_size() const;
virtual RID get_rid() const;
virtual bool has_alpha() const;
virtual void set_flags(uint32_t p_flags);
virtual uint32_t get_flags() const;
RenderTargetTexture(Viewport *p_vp=NULL);
};
class Viewport : public Node {
OBJ_TYPE( Viewport, Node );
public:
enum RenderTargetUpdateMode {
RENDER_TARGET_UPDATE_DISABLED,
RENDER_TARGET_UPDATE_ONCE, //then goes to disabled
RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default
RENDER_TARGET_UPDATE_ALWAYS
};
private:
friend class RenderTargetTexture;
Viewport *parent;
Camera *camera;
Set<Camera*> cameras;
RID viewport;
RID canvas_item;
RID current_canvas;
bool audio_listener;
RID listener;
bool audio_listener_2d;
RID listener_2d;
Matrix32 canvas_transform;
Matrix32 global_canvas_transform;
Matrix32 stretch_transform;
Rect2 rect;
Rect2 to_screen_rect;
bool size_override;
bool size_override_stretch;
Size2 size_override_size;
Size2 size_override_margin;
bool transparent_bg;
bool render_target_vflip;
bool render_target_filter;
bool render_target_gen_mipmaps;
bool physics_object_picking;
List<InputEvent> physics_picking_events;
ObjectID physics_object_capture;
ObjectID physics_object_over;
Vector2 physics_last_mousepos;
void _test_new_mouseover(ObjectID new_collider);
void _update_rect();
void _parent_resized();
void _parent_draw();
void _parent_visibility_changed();
Ref<World2D> world_2d;
Ref<World> world;
Ref<World> own_world;
StringName input_group;
StringName gui_input_group;
StringName unhandled_input_group;
StringName unhandled_key_input_group;
void _update_listener();
void _update_listener_2d();
void _propagate_enter_world(Node *p_node);
void _propagate_exit_world(Node *p_node);
void _update_stretch_transform();
void _update_global_transform();
bool render_target;
RenderTargetUpdateMode render_target_update_mode;
RID render_target_texture_rid;
Ref<RenderTargetTexture> render_target_texture;
void update_worlds();
_FORCE_INLINE_ Matrix32 _get_input_pre_xform() const;
void _vp_enter_scene();
void _vp_exit_scene();
void _vp_input(const InputEvent& p_ev);
void _vp_unhandled_input(const InputEvent& p_ev);
void _make_input_local(InputEvent& ev);
friend class Camera;
void _camera_transform_changed_notify();
void _set_camera(Camera* p_camera);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
Camera* get_camera() const;
void set_as_audio_listener(bool p_enable);
bool is_audio_listener() const;
void set_as_audio_listener_2d(bool p_enable);
bool is_audio_listener_2d() const;
void set_rect(const Rect2& p_rect);
Rect2 get_rect() const;
Rect2 get_visible_rect() const;
RID get_viewport() const;
void set_world(const Ref<World>& p_world);
Ref<World> get_world() const;
Ref<World> find_world() const;
Ref<World2D> find_world_2d() const;
void set_canvas_transform(const Matrix32& p_transform);
Matrix32 get_canvas_transform() const;
void set_global_canvas_transform(const Matrix32& p_transform);
Matrix32 get_global_canvas_transform() const;
Matrix32 get_final_transform() const;
void set_transparent_background(bool p_enable);
bool has_transparent_background() const;
void set_size_override(bool p_enable,const Size2& p_size=Size2(-1,-1),const Vector2& p_margin=Vector2());
Size2 get_size_override() const;
bool is_size_override_enabled() const;
void set_size_override_stretch(bool p_enable);
bool is_size_override_stretch_enabled() const;
void set_as_render_target(bool p_enable);
bool is_set_as_render_target() const;
void set_render_target_vflip(bool p_enable);
bool get_render_target_vflip() const;
void set_render_target_filter(bool p_enable);
bool get_render_target_filter() const;
void set_render_target_gen_mipmaps(bool p_enable);
bool get_render_target_gen_mipmaps() const;
void set_render_target_update_mode(RenderTargetUpdateMode p_mode);
RenderTargetUpdateMode get_render_target_update_mode() const;
Ref<RenderTargetTexture> get_render_target_texture() const;
void queue_screen_capture();
Image get_screen_capture() const;
void set_use_own_world(bool p_world);
bool is_using_own_world() const;
void input(const InputEvent& p_event);
void unhandled_input(const InputEvent& p_event);
void set_render_target_to_screen_rect(const Rect2& p_rect);
Rect2 get_render_target_to_screen_rect() const;
void set_physics_object_picking(bool p_enable);
bool get_physics_object_picking();
Viewport();
~Viewport();
};
VARIANT_ENUM_CAST(Viewport::RenderTargetUpdateMode);
#endif