c7bc44d5ad
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!
393 lines
11 KiB
C++
393 lines
11 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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/* 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 VIEWPORT_H
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#define VIEWPORT_H
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#include "scene/main/node.h"
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#include "servers/visual_server.h"
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#include "scene/resources/world_2d.h"
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#include "math_2d.h"
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#include "scene/resources/texture.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Camera;
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class Camera2D;
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class Listener;
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class Control;
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class CanvasItem;
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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 RenderTargetTexture : public Texture {
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OBJ_TYPE( RenderTargetTexture, Texture );
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int flags;
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friend class Viewport;
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Viewport *vp;
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public:
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virtual int get_width() const;
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virtual int get_height() const;
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virtual Size2 get_size() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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virtual void set_flags(uint32_t p_flags);
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virtual uint32_t get_flags() const;
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RenderTargetTexture(Viewport *p_vp=NULL);
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};
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class Viewport : public Node {
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OBJ_TYPE( Viewport, Node );
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public:
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enum RenderTargetUpdateMode {
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RENDER_TARGET_UPDATE_DISABLED,
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RENDER_TARGET_UPDATE_ONCE, //then goes to disabled
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RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default
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RENDER_TARGET_UPDATE_ALWAYS
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};
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private:
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friend class RenderTargetTexture;
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Control *parent_control;
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Viewport *parent;
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Listener *listener;
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Set<Listener*> listeners;
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Camera *camera;
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Set<Camera*> cameras;
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RID viewport;
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RID canvas_item;
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RID current_canvas;
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bool audio_listener;
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RID internal_listener;
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bool audio_listener_2d;
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RID internal_listener_2d;
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Matrix32 canvas_transform;
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Matrix32 global_canvas_transform;
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Matrix32 stretch_transform;
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Rect2 rect;
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Rect2 to_screen_rect;
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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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bool size_override;
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bool size_override_stretch;
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Size2 size_override_size;
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Size2 size_override_margin;
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Rect2 last_vp_rect;
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bool transparent_bg;
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bool render_target_vflip;
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bool render_target_clear_on_new_frame;
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bool render_target_filter;
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bool render_target_gen_mipmaps;
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bool physics_object_picking;
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List<InputEvent> physics_picking_events;
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ObjectID physics_object_capture;
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ObjectID physics_object_over;
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Vector2 physics_last_mousepos;
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void _test_new_mouseover(ObjectID new_collider);
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Map<ObjectID,uint64_t> physics_2d_mouseover;
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void _update_rect();
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void _parent_resized();
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void _parent_draw();
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void _parent_visibility_changed();
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Ref<World2D> world_2d;
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Ref<World> world;
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Ref<World> own_world;
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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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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_stretch_transform();
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void _update_global_transform();
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bool render_target;
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RenderTargetUpdateMode render_target_update_mode;
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RID render_target_texture_rid;
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Ref<RenderTargetTexture> render_target_texture;
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struct GUI {
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// info used when this is a window
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bool key_event_accepted;
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Control *mouse_focus;
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int mouse_focus_button;
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Control *key_focus;
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Control *mouse_over;
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Control *tooltip;
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Panel *tooltip_popup;
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Label *tooltip_label;
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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;
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Variant drag_data;
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Control *drag_preview;
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float tooltip_timer;
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float tooltip_delay;
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List<Control*> modal_stack;
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unsigned int cancelled_input_ID;
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Matrix32 focus_inv_xform;
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bool subwindow_order_dirty;
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List<Control*> subwindows;
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bool roots_order_dirty;
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List<Control*> roots;
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GUI();
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} gui;
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bool disable_input;
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void _gui_call_input(Control *p_control,const InputEvent& p_input);
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void _gui_sort_subwindows();
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void _gui_sort_roots();
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void _gui_sort_modal_stack();
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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 Matrix32& p_xform,Matrix32& r_inv_xform);
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void _gui_input_event(InputEvent p_event);
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void update_worlds();
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_FORCE_INLINE_ Matrix32 _get_input_pre_xform() const;
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void _vp_enter_tree();
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void _vp_exit_tree();
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void _vp_input(const InputEvent& p_ev);
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void _vp_input_text(const String& p_text);
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void _vp_unhandled_input(const InputEvent& p_ev);
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void _make_input_local(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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List<Control*>::Element* _gui_add_subwindow_control(Control* p_control);
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void _gui_set_subwindow_order_dirty();
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void _gui_set_root_order_dirty();
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void _gui_remove_modal_control(List<Control*>::Element *MI);
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void _gui_remove_from_modal_stack(List<Control*>::Element *MI,ObjectID p_prev_focus_owner);
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void _gui_remove_root_control(List<Control*>::Element *RI);
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void _gui_remove_subwindow_control(List<Control*>::Element* SI);
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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_hid_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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bool _gui_is_modal_on_top(const Control* p_control);
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List<Control*>::Element* _gui_show_modal(Control* p_control);
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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 _gui_accept_event();
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Control *_gui_get_focus_owner();
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Vector2 _get_window_offset() const;
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friend class Listener;
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void _listener_transform_changed_notify();
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void _listener_set(Listener* p_listener);
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bool _listener_add(Listener* p_listener); //true if first
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void _listener_remove(Listener* p_listener);
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void _listener_make_next_current(Listener* p_exclude);
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friend class Camera;
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void _camera_transform_changed_notify();
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void _camera_set(Camera* p_camera);
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bool _camera_add(Camera* p_camera); //true if first
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void _camera_remove(Camera* p_camera);
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void _camera_make_next_current(Camera* p_exclude);
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protected:
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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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Listener* get_listener() const;
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Camera* get_camera() const;
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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_rect(const Rect2& p_rect);
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Rect2 get_rect() const;
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Rect2 get_visible_rect() const;
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RID get_viewport() const;
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void set_world(const Ref<World>& p_world);
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void set_world_2d(const Ref<World2D>& p_world_2d);
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Ref<World> get_world() const;
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Ref<World> find_world() 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 set_canvas_transform(const Matrix32& p_transform);
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Matrix32 get_canvas_transform() const;
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void set_global_canvas_transform(const Matrix32& p_transform);
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Matrix32 get_global_canvas_transform() const;
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Matrix32 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_size_override(bool p_enable,const Size2& p_size=Size2(-1,-1),const Vector2& p_margin=Vector2());
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Size2 get_size_override() const;
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bool is_size_override_enabled() const;
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void set_size_override_stretch(bool p_enable);
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bool is_size_override_stretch_enabled() const;
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void set_as_render_target(bool p_enable);
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bool is_set_as_render_target() const;
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void set_render_target_vflip(bool p_enable);
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bool get_render_target_vflip() const;
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void set_render_target_clear_on_new_frame(bool p_enable);
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bool get_render_target_clear_on_new_frame() const;
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void render_target_clear();
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void set_render_target_filter(bool p_enable);
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bool get_render_target_filter() const;
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void set_render_target_gen_mipmaps(bool p_enable);
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bool get_render_target_gen_mipmaps() const;
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void set_render_target_update_mode(RenderTargetUpdateMode p_mode);
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RenderTargetUpdateMode get_render_target_update_mode() const;
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Ref<RenderTargetTexture> get_render_target_texture() 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 queue_screen_capture();
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Image get_screen_capture() const;
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void set_use_own_world(bool p_world);
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bool is_using_own_world() const;
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void input(const InputEvent& p_event);
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void unhandled_input(const InputEvent& p_event);
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void set_disable_input(bool p_disable);
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bool is_input_disabled() const;
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void set_render_target_to_screen_rect(const Rect2& p_rect);
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Rect2 get_render_target_to_screen_rect() const;
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Vector2 get_mouse_pos() 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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bool gui_has_modal_stack() const;
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Variant gui_get_drag_data() const;
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Control *get_modal_stack_top() const;
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virtual String get_configuration_warning() const;
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Viewport();
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~Viewport();
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};
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VARIANT_ENUM_CAST(Viewport::RenderTargetUpdateMode);
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#endif
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