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Diffstat (limited to 'scene/main/canvas_item.h')
-rw-r--r-- | scene/main/canvas_item.h | 426 |
1 files changed, 426 insertions, 0 deletions
diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h new file mode 100644 index 0000000000..dc17c5283b --- /dev/null +++ b/scene/main/canvas_item.h @@ -0,0 +1,426 @@ +/*************************************************************************/ +/* 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 |