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+/*************************************************************************/
+/* canvas_item.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 CANVAS_ITEM_H
+#define CANVAS_ITEM_H
+
+#include "scene/main/node.h"
+#include "scene/main/scene_tree.h"
+#include "scene/resources/material.h"
+#include "scene/resources/multimesh.h"
+#include "scene/resources/shader.h"
+#include "scene/resources/texture.h"
+
+class CanvasLayer;
+class Viewport;
+class Font;
+
+class StyleBox;
+
+class CanvasItemMaterial : public Material {
+
+ GDCLASS(CanvasItemMaterial, Material);
+
+public:
+ enum BlendMode {
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PREMULT_ALPHA,
+ BLEND_MODE_DISABLED
+ };
+
+ enum LightMode {
+ LIGHT_MODE_NORMAL,
+ LIGHT_MODE_UNSHADED,
+ LIGHT_MODE_LIGHT_ONLY
+ };
+
+private:
+ union MaterialKey {
+
+ struct {
+ uint32_t blend_mode : 4;
+ uint32_t light_mode : 4;
+ uint32_t particles_animation : 1;
+ uint32_t invalid_key : 1;
+ };
+
+ uint32_t key;
+
+ bool operator<(const MaterialKey &p_key) const {
+ return key < p_key.key;
+ }
+ };
+
+ struct ShaderNames {
+ StringName particles_anim_h_frames;
+ StringName particles_anim_v_frames;
+ StringName particles_anim_loop;
+ };
+
+ static ShaderNames *shader_names;
+
+ struct ShaderData {
+ RID shader;
+ int users;
+ };
+
+ static Map<MaterialKey, ShaderData> shader_map;
+
+ MaterialKey current_key;
+
+ _FORCE_INLINE_ MaterialKey _compute_key() const {
+
+ MaterialKey mk;
+ mk.key = 0;
+ mk.blend_mode = blend_mode;
+ mk.light_mode = light_mode;
+ mk.particles_animation = particles_animation;
+ return mk;
+ }
+
+ static Mutex material_mutex;
+ static SelfList<CanvasItemMaterial>::List *dirty_materials;
+ SelfList<CanvasItemMaterial> element;
+
+ void _update_shader();
+ _FORCE_INLINE_ void _queue_shader_change();
+ _FORCE_INLINE_ bool _is_shader_dirty() const;
+
+ BlendMode blend_mode;
+ LightMode light_mode;
+ bool particles_animation;
+
+ int particles_anim_h_frames;
+ int particles_anim_v_frames;
+ bool particles_anim_loop;
+
+protected:
+ static void _bind_methods();
+ void _validate_property(PropertyInfo &property) const;
+
+public:
+ void set_blend_mode(BlendMode p_blend_mode);
+ BlendMode get_blend_mode() const;
+
+ void set_light_mode(LightMode p_light_mode);
+ LightMode get_light_mode() const;
+
+ void set_particles_animation(bool p_particles_anim);
+ bool get_particles_animation() const;
+
+ void set_particles_anim_h_frames(int p_frames);
+ int get_particles_anim_h_frames() const;
+ void set_particles_anim_v_frames(int p_frames);
+ int get_particles_anim_v_frames() const;
+
+ void set_particles_anim_loop(bool p_loop);
+ bool get_particles_anim_loop() const;
+
+ static void init_shaders();
+ static void finish_shaders();
+ static void flush_changes();
+
+ RID get_shader_rid() const;
+
+ virtual Shader::Mode get_shader_mode() const;
+
+ CanvasItemMaterial();
+ virtual ~CanvasItemMaterial();
+};
+
+VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
+VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
+
+class CanvasItem : public Node {
+
+ GDCLASS(CanvasItem, Node);
+
+public:
+ enum TextureFilter {
+ TEXTURE_FILTER_PARENT_NODE,
+ TEXTURE_FILTER_NEAREST,
+ TEXTURE_FILTER_LINEAR,
+ TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
+ TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
+ TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
+ TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
+ TEXTURE_FILTER_MAX
+ };
+
+ enum TextureRepeat {
+ TEXTURE_REPEAT_PARENT_NODE,
+ TEXTURE_REPEAT_DISABLED,
+ TEXTURE_REPEAT_ENABLED,
+ TEXTURE_REPEAT_MIRROR,
+ TEXTURE_REPEAT_MAX,
+ };
+
+private:
+ mutable SelfList<Node> xform_change;
+
+ RID canvas_item;
+ String group;
+
+ CanvasLayer *canvas_layer;
+
+ Color modulate;
+ Color self_modulate;
+
+ List<CanvasItem *> children_items;
+ List<CanvasItem *>::Element *C;
+
+ int light_mask;
+
+ Window *window;
+ bool first_draw;
+ bool visible;
+ bool pending_update;
+ bool toplevel;
+ bool drawing;
+ bool block_transform_notify;
+ bool behind;
+ bool use_parent_material;
+ bool notify_local_transform;
+ bool notify_transform;
+
+ RS::CanvasItemTextureFilter texture_filter_cache;
+ RS::CanvasItemTextureRepeat texture_repeat_cache;
+
+ TextureFilter texture_filter;
+ TextureRepeat texture_repeat;
+
+ Ref<Material> material;
+
+ mutable Transform2D global_transform;
+ mutable bool global_invalid;
+
+ void _toplevel_raise_self();
+
+ void _propagate_visibility_changed(bool p_visible);
+
+ void _update_callback();
+
+ void _enter_canvas();
+ void _exit_canvas();
+
+ void _window_visibility_changed();
+
+ void _notify_transform(CanvasItem *p_node);
+
+ void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
+ bool _is_on_top() const { return !is_draw_behind_parent_enabled(); }
+
+ static CanvasItem *current_item_drawn;
+ friend class Viewport;
+ void _update_texture_repeat_changed(bool p_propagate);
+ void _update_texture_filter_changed(bool p_propagate);
+
+protected:
+ _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);
+ }
+
+ void item_rect_changed(bool p_size_changed = true);
+
+ void _notification(int p_what);
+ static void _bind_methods();
+
+public:
+ enum {
+ NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
+ NOTIFICATION_DRAW = 30,
+ NOTIFICATION_VISIBILITY_CHANGED = 31,
+ NOTIFICATION_ENTER_CANVAS = 32,
+ NOTIFICATION_EXIT_CANVAS = 33,
+ NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
+ NOTIFICATION_WORLD_2D_CHANGED = 36,
+
+ };
+
+ /* EDITOR */
+#ifdef TOOLS_ENABLED
+ // Select the node
+ virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+
+ // Save and restore a CanvasItem state
+ virtual void _edit_set_state(const Dictionary &p_state){};
+ virtual Dictionary _edit_get_state() const { return Dictionary(); };
+
+ // Used to move the node
+ virtual void _edit_set_position(const Point2 &p_position) = 0;
+ virtual Point2 _edit_get_position() const = 0;
+
+ // Used to scale the node
+ virtual void _edit_set_scale(const Size2 &p_scale) = 0;
+ virtual Size2 _edit_get_scale() const = 0;
+
+ // Used to rotate the node
+ virtual bool _edit_use_rotation() const { return false; };
+ virtual void _edit_set_rotation(float p_rotation){};
+ virtual float _edit_get_rotation() const { return 0.0; };
+
+ // Used to resize/move the node
+ virtual bool _edit_use_rect() const { return false; }; // MAYBE REPLACE BY A _edit_get_editmode()
+ virtual void _edit_set_rect(const Rect2 &p_rect){};
+ virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
+ virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; // LOOKS WEIRD
+
+ // Used to set a pivot
+ virtual bool _edit_use_pivot() const { return false; };
+ virtual void _edit_set_pivot(const Point2 &p_pivot){};
+ virtual Point2 _edit_get_pivot() const { return Point2(); };
+
+ virtual Transform2D _edit_get_transform() const;
+#endif
+
+ /* VISIBILITY */
+
+ void set_visible(bool p_visible);
+ bool is_visible() const;
+ bool is_visible_in_tree() const;
+ void show();
+ void hide();
+
+ void update();
+
+ virtual void set_light_mask(int p_light_mask);
+ int get_light_mask() const;
+
+ void set_modulate(const Color &p_modulate);
+ Color get_modulate() const;
+
+ void set_self_modulate(const Color &p_self_modulate);
+ Color get_self_modulate() const;
+
+ /* DRAWING API */
+
+ void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0);
+ void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0);
+ void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
+ void draw_arc(const Vector2 &p_center, float p_radius, float p_start_angle, float p_end_angle, int p_point_count, const Color &p_color, float p_width = 1.0);
+ void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0);
+ void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
+ void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, float p_width = 1.0);
+ void draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color);
+ void draw_texture(const Ref<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+ void draw_texture_rect(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+ void draw_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), bool p_clip_uv = false, TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+ void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect);
+ void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>(), float p_width = 1, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+ void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+ void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+
+ void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+ void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE);
+
+ 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);
+ 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));
+
+ void draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale);
+ void draw_set_transform_matrix(const Transform2D &p_matrix);
+
+ static CanvasItem *get_current_item_drawn();
+
+ /* RECT / TRANSFORM */
+
+ void set_as_toplevel(bool p_toplevel);
+ bool is_set_as_toplevel() const;
+
+ void set_draw_behind_parent(bool p_enable);
+ bool is_draw_behind_parent_enabled() const;
+
+ CanvasItem *get_parent_item() const;
+
+ virtual Transform2D get_transform() const = 0;
+
+ virtual Transform2D get_global_transform() const;
+ virtual Transform2D get_global_transform_with_canvas() const;
+ virtual Transform2D get_screen_transform() const;
+
+ CanvasItem *get_toplevel() const;
+ _FORCE_INLINE_ RID get_canvas_item() const {
+ return canvas_item;
+ }
+
+ void set_block_transform_notify(bool p_enable);
+ bool is_block_transform_notify_enabled() const;
+
+ Transform2D get_canvas_transform() const;
+ Transform2D get_viewport_transform() const;
+ Rect2 get_viewport_rect() const;
+ RID get_viewport_rid() const;
+ RID get_canvas() const;
+ ObjectID get_canvas_layer_instance_id() const;
+ Ref<World2D> get_world_2d() const;
+
+ virtual void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ virtual void set_use_parent_material(bool p_use_parent_material);
+ bool get_use_parent_material() const;
+
+ Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
+ Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
+
+ Vector2 get_global_mouse_position() const;
+ Vector2 get_local_mouse_position() const;
+
+ void set_notify_local_transform(bool p_enable);
+ bool is_local_transform_notification_enabled() const;
+
+ void set_notify_transform(bool p_enable);
+ bool is_transform_notification_enabled() const;
+
+ void force_update_transform();
+
+ void set_texture_filter(TextureFilter p_texture_filter);
+ TextureFilter get_texture_filter() const;
+
+ void set_texture_repeat(TextureRepeat p_texture_repeat);
+ TextureRepeat get_texture_repeat() const;
+
+ // Used by control nodes to retrieve the parent's anchorable area
+ virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
+
+ int get_canvas_layer() const;
+
+ CanvasItem();
+ ~CanvasItem();
+};
+
+VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
+VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
+
+#endif // CANVAS_ITEM_H