d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
283 lines
9.0 KiB
C++
283 lines
9.0 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) 2007-2017 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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public:
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enum ShadingMode {
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SHADING_NORMAL,
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SHADING_UNSHADED,
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SHADING_ONLY_LIGHT,
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};
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protected:
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ShadingMode shading_mode;
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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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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_shading_mode(ShadingMode p_mode);
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ShadingMode get_shading_mode() 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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VARIANT_ENUM_CAST( CanvasItemMaterial::ShadingMode );
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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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bool notify_local_transform;
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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 && notify_local_transform) 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 set_hidden(bool p_hidden);
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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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virtual 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, const Color &p_modulate=Color(1,1,1,1));
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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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void draw_set_transform_matrix(const Matrix32& p_matrix);
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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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Rect2 get_item_and_children_rect() 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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Vector2 make_canvas_pos_local(const Vector2& screen_point) const;
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Vector2 get_global_mouse_pos() const;
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Vector2 get_local_mouse_pos() 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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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::BlendMode );
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#endif // CANVAS_ITEM_H
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