godot/scene/2d/back_buffer_copy.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

104 lines
3.8 KiB
C++

/*************************************************************************/
/* back_buffer_copy.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "back_buffer_copy.h"
void BackBufferCopy::_update_copy_mode() {
switch(copy_mode) {
case COPY_MODE_DISABLED: {
VS::get_singleton()->canvas_item_set_copy_to_backbuffer(get_canvas_item(),false,Rect2());
} break;
case COPY_MODE_RECT: {
VS::get_singleton()->canvas_item_set_copy_to_backbuffer(get_canvas_item(),true,rect);
} break;
case COPY_MODE_VIEWPORT: {
VS::get_singleton()->canvas_item_set_copy_to_backbuffer(get_canvas_item(),true,Rect2());
} break;
}
}
Rect2 BackBufferCopy::get_item_rect() const {
return rect;
}
void BackBufferCopy::set_rect(const Rect2& p_rect) {
rect=p_rect;
_update_copy_mode();
}
Rect2 BackBufferCopy::get_rect() const{
return rect;
}
void BackBufferCopy::set_copy_mode(CopyMode p_mode){
copy_mode=p_mode;
_update_copy_mode();
}
BackBufferCopy::CopyMode BackBufferCopy::get_copy_mode() const{
return copy_mode;
}
void BackBufferCopy::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_rect","rect"),&BackBufferCopy::set_rect);
ObjectTypeDB::bind_method(_MD("get_rect"),&BackBufferCopy::get_rect);
ObjectTypeDB::bind_method(_MD("set_copy_mode","copy_mode"),&BackBufferCopy::set_copy_mode);
ObjectTypeDB::bind_method(_MD("get_copy_mode"),&BackBufferCopy::get_copy_mode);
ADD_PROPERTY( PropertyInfo(Variant::INT,"copy_mode",PROPERTY_HINT_ENUM,"Disabled,Rect,Viewport"),_SCS("set_copy_mode"),_SCS("get_copy_mode"));
ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"),_SCS("set_rect"),_SCS("get_rect"));
BIND_CONSTANT( COPY_MODE_DISABLED );
BIND_CONSTANT( COPY_MODE_RECT );
BIND_CONSTANT( COPY_MODE_VIEWPORT );
}
BackBufferCopy::BackBufferCopy(){
rect=Rect2(-100,-100,200,200);
copy_mode=COPY_MODE_RECT;
_update_copy_mode();
}
BackBufferCopy::~BackBufferCopy(){
}