godot/scene/main/canvas_layer.cpp

419 lines
14 KiB
C++

/**************************************************************************/
/* canvas_layer.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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. */
/**************************************************************************/
#include "canvas_layer.h"
#include "scene/2d/canvas_item.h"
#include "viewport.h"
void CanvasLayer::set_layer(int p_xform) {
layer = p_xform;
if (viewport.is_valid()) {
// For the sublayer, we will use the order in which the layer occurs in the scene tree
// rather than just the child_id via get_position_in_parent().
// We have 32 bits to play with for the sublayer (or more likely 31, as sublayer is signed)
// (see Viewport::CanvasKey constructor in visual_server_viewport.h).
VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, _layer_order_in_tree);
vp->_gui_set_root_order_dirty();
}
}
int CanvasLayer::get_layer() const {
return layer;
}
void CanvasLayer::set_visible(bool p_visible) {
if (p_visible == visible) {
return;
}
visible = p_visible;
emit_signal("visibility_changed");
// For CanvasItems that is explicitly top level or has non-CanvasItem parents.
if (is_inside_tree()) {
const String group = "root_canvas" + itos(canvas.get_id());
get_tree()->call_group(group, "_toplevel_visibility_changed", p_visible);
}
}
// Make sure layer orders are up to date whenever moving layers in the tree.
void CanvasLayer::_update_layer_orders() {
if (is_inside_tree() && get_tree()) {
Node *root = get_tree()->get_root();
if (root) {
uint32_t layer_order_count = 0;
_calculate_layer_orders_in_tree(root, layer_order_count);
}
}
}
// When rendering layers, if the layer id (set by user) and sublayer (child id) is the same
// we need something else sensible which we can sort repeatably to determine which layers should render first,
// so we will simply calculate the order that the layers occur throughout the scene tree.
void CanvasLayer::_calculate_layer_orders_in_tree(Node *p_node, uint32_t &r_order) {
CanvasLayer *layer = Object::cast_to<CanvasLayer>(p_node);
if (layer) {
layer->_layer_order_in_tree = r_order++;
// Force an update of the layer order in the VisualServer
set_layer(get_layer());
}
for (int n = 0; n < p_node->get_child_count(); n++) {
_calculate_layer_orders_in_tree(p_node->get_child(n), r_order);
}
}
void CanvasLayer::show() {
set_visible(true);
}
void CanvasLayer::hide() {
set_visible(false);
}
bool CanvasLayer::is_visible() const {
return visible;
}
void CanvasLayer::set_transform(const Transform2D &p_xform) {
transform = p_xform;
locrotscale_dirty = true;
if (viewport.is_valid()) {
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
}
}
Transform2D CanvasLayer::get_transform() const {
return transform;
}
Transform2D CanvasLayer::get_final_transform() const {
if (is_following_viewport()) {
Transform2D follow;
follow.scale(Vector2(get_follow_viewport_scale(), get_follow_viewport_scale()));
if (vp) {
follow = vp->get_canvas_transform() * follow;
}
return follow * transform;
}
return transform;
}
void CanvasLayer::_update_xform() {
transform.set_rotation_and_scale(rot, scale);
transform.set_origin(ofs);
if (viewport.is_valid()) {
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
}
}
void CanvasLayer::_update_locrotscale() {
ofs = transform.elements[2];
rot = transform.get_rotation();
scale = transform.get_scale();
locrotscale_dirty = false;
}
void CanvasLayer::set_offset(const Vector2 &p_offset) {
if (locrotscale_dirty) {
_update_locrotscale();
}
ofs = p_offset;
_update_xform();
}
Vector2 CanvasLayer::get_offset() const {
if (locrotscale_dirty) {
const_cast<CanvasLayer *>(this)->_update_locrotscale();
}
return ofs;
}
void CanvasLayer::set_rotation(real_t p_radians) {
if (locrotscale_dirty) {
_update_locrotscale();
}
rot = p_radians;
_update_xform();
}
real_t CanvasLayer::get_rotation() const {
if (locrotscale_dirty) {
const_cast<CanvasLayer *>(this)->_update_locrotscale();
}
return rot;
}
void CanvasLayer::set_rotation_degrees(real_t p_degrees) {
set_rotation(Math::deg2rad(p_degrees));
}
real_t CanvasLayer::get_rotation_degrees() const {
return Math::rad2deg(get_rotation());
}
void CanvasLayer::set_scale(const Vector2 &p_scale) {
if (locrotscale_dirty) {
_update_locrotscale();
}
scale = p_scale;
_update_xform();
}
Vector2 CanvasLayer::get_scale() const {
if (locrotscale_dirty) {
const_cast<CanvasLayer *>(this)->_update_locrotscale();
}
return scale;
}
void CanvasLayer::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) {
vp = custom_viewport;
} else {
vp = Node::get_viewport();
}
ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
vp->_canvas_layer_add(this);
viewport = vp->get_viewport_rid();
VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
_update_follow_viewport();
_update_layer_orders();
} break;
case NOTIFICATION_EXIT_TREE: {
ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
_update_layer_orders();
vp->_canvas_layer_remove(this);
VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
viewport = RID();
_update_follow_viewport(false);
} break;
case NOTIFICATION_MOVED_IN_PARENT: {
// Note: As this step requires traversing the entire scene tree, it is thus expensive
// to move the canvas layer multiple times. Take special care when deleting / moving
// multiple nodes to prevent multiple NOTIFICATION_MOVED_IN_PARENT occurring.
_update_layer_orders();
} break;
}
}
Size2 CanvasLayer::get_viewport_size() const {
if (!is_inside_tree()) {
return Size2(1, 1);
}
ERR_FAIL_NULL_V_MSG(vp, Size2(1, 1), "Viewport is not initialized.");
Rect2 r = vp->get_visible_rect();
return r.size;
}
RID CanvasLayer::get_viewport() const {
return viewport;
}
void CanvasLayer::set_custom_viewport(Node *p_viewport) {
ERR_FAIL_NULL_MSG(p_viewport, "Cannot set viewport to nullptr.");
if (is_inside_tree()) {
vp->_canvas_layer_remove(this);
VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
viewport = RID();
}
custom_viewport = Object::cast_to<Viewport>(p_viewport);
if (custom_viewport) {
custom_viewport_id = custom_viewport->get_instance_id();
} else {
custom_viewport_id = 0;
}
if (is_inside_tree()) {
if (custom_viewport) {
vp = custom_viewport;
} else {
vp = Node::get_viewport();
}
vp->_canvas_layer_add(this);
viewport = vp->get_viewport_rid();
VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
_update_layer_orders();
}
}
Node *CanvasLayer::get_custom_viewport() const {
return custom_viewport;
}
void CanvasLayer::reset_sort_index() {
sort_index = 0;
}
int CanvasLayer::get_sort_index() {
return sort_index++;
}
RID CanvasLayer::get_canvas() const {
return canvas;
}
void CanvasLayer::set_follow_viewport(bool p_enable) {
if (follow_viewport == p_enable) {
return;
}
follow_viewport = p_enable;
_update_follow_viewport();
}
bool CanvasLayer::is_following_viewport() const {
return follow_viewport;
}
void CanvasLayer::set_follow_viewport_scale(float p_ratio) {
follow_viewport_scale = p_ratio;
_update_follow_viewport();
}
float CanvasLayer::get_follow_viewport_scale() const {
return follow_viewport_scale;
}
void CanvasLayer::_update_follow_viewport(bool p_force_exit) {
if (!is_inside_tree()) {
return;
}
if (p_force_exit || !follow_viewport) {
VS::get_singleton()->canvas_set_parent(canvas, RID(), 1.0);
} else {
VS::get_singleton()->canvas_set_parent(canvas, vp->get_world_2d()->get_canvas(), follow_viewport_scale);
}
}
void CanvasLayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_layer", "layer"), &CanvasLayer::set_layer);
ClassDB::bind_method(D_METHOD("get_layer"), &CanvasLayer::get_layer);
ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasLayer::set_visible);
ClassDB::bind_method(D_METHOD("is_visible"), &CanvasLayer::is_visible);
ClassDB::bind_method(D_METHOD("show"), &CanvasLayer::show);
ClassDB::bind_method(D_METHOD("hide"), &CanvasLayer::hide);
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CanvasLayer::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &CanvasLayer::get_transform);
ClassDB::bind_method(D_METHOD("get_final_transform"), &CanvasLayer::get_final_transform);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &CanvasLayer::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &CanvasLayer::get_offset);
ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &CanvasLayer::set_rotation);
ClassDB::bind_method(D_METHOD("get_rotation"), &CanvasLayer::get_rotation);
ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &CanvasLayer::set_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &CanvasLayer::get_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_scale", "scale"), &CanvasLayer::set_scale);
ClassDB::bind_method(D_METHOD("get_scale"), &CanvasLayer::get_scale);
ClassDB::bind_method(D_METHOD("set_follow_viewport", "enable"), &CanvasLayer::set_follow_viewport);
ClassDB::bind_method(D_METHOD("is_following_viewport"), &CanvasLayer::is_following_viewport);
ClassDB::bind_method(D_METHOD("set_follow_viewport_scale", "scale"), &CanvasLayer::set_follow_viewport_scale);
ClassDB::bind_method(D_METHOD("get_follow_viewport_scale"), &CanvasLayer::get_follow_viewport_scale);
ClassDB::bind_method(D_METHOD("set_custom_viewport", "viewport"), &CanvasLayer::set_custom_viewport);
ClassDB::bind_method(D_METHOD("get_custom_viewport"), &CanvasLayer::get_custom_viewport);
ClassDB::bind_method(D_METHOD("get_canvas"), &CanvasLayer::get_canvas);
ADD_GROUP("Layer", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_RANGE, "-128,128,1"), "set_layer", "get_layer");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
ADD_GROUP("Transform", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation_degrees", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_rotation", "get_rotation");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scale", PROPERTY_HINT_LINK), "set_scale", "get_scale");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
ADD_GROUP("", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport");
ADD_GROUP("Follow Viewport", "follow_viewport");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_viewport_enable"), "set_follow_viewport", "is_following_viewport");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "follow_viewport_scale", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,or_lesser"), "set_follow_viewport_scale", "get_follow_viewport_scale");
ADD_SIGNAL(MethodInfo("visibility_changed"));
}
#ifdef TOOLS_ENABLED
StringName CanvasLayer::get_property_store_alias(const StringName &p_property) const {
if (p_property == "rotation_degrees") {
return "rotation";
} else {
return Node::get_property_store_alias(p_property);
}
}
#endif
CanvasLayer::CanvasLayer() {
vp = nullptr;
scale = Vector2(1, 1);
rot = 0;
locrotscale_dirty = false;
layer = 1;
canvas = RID_PRIME(VS::get_singleton()->canvas_create());
custom_viewport = nullptr;
custom_viewport_id = 0;
sort_index = 0;
visible = true;
follow_viewport = false;
follow_viewport_scale = 1.0;
_layer_order_in_tree = 0;
}
CanvasLayer::~CanvasLayer() {
VS::get_singleton()->free(canvas);
}