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-rw-r--r--scene/main/canvas_item.h315
1 files changed, 131 insertions, 184 deletions
diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h
index dc17c5283b..01ed47d4dc 100644
--- a/scene/main/canvas_item.h
+++ b/scene/main/canvas_item.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
@@ -33,136 +33,17 @@
#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"
+#include "scene/resources/canvas_item_material.h"
+#include "servers/text_server.h"
class CanvasLayer;
-class Viewport;
class Font;
-
+class MultiMesh;
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 Window;
+class World2D;
class CanvasItem : public Node {
-
GDCLASS(CanvasItem, Node);
public:
@@ -189,42 +70,42 @@ private:
mutable SelfList<Node> xform_change;
RID canvas_item;
- String group;
+ StringName group;
- CanvasLayer *canvas_layer;
+ CanvasLayer *canvas_layer = nullptr;
- Color modulate;
- Color self_modulate;
+ Color modulate = Color(1, 1, 1, 1);
+ Color self_modulate = Color(1, 1, 1, 1);
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;
+ List<CanvasItem *>::Element *C = nullptr;
+
+ int light_mask = 1;
+
+ Window *window = nullptr;
+ bool first_draw = false;
+ bool visible = true;
+ bool clip_children = false;
+ bool pending_update = false;
+ bool top_level = false;
+ bool drawing = false;
+ bool block_transform_notify = false;
+ bool behind = false;
+ bool use_parent_material = false;
+ bool notify_local_transform = false;
+ bool notify_transform = false;
+
+ RS::CanvasItemTextureFilter texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+ TextureFilter texture_filter = TEXTURE_FILTER_PARENT_NODE;
+ TextureRepeat texture_repeat = TEXTURE_REPEAT_PARENT_NODE;
Ref<Material> material;
mutable Transform2D global_transform;
- mutable bool global_invalid;
+ mutable bool global_invalid = true;
- void _toplevel_raise_self();
+ void _top_level_raise_self();
void _propagate_visibility_changed(bool p_visible);
@@ -247,9 +128,13 @@ private:
protected:
_FORCE_INLINE_ void _notify_transform() {
- if (!is_inside_tree()) return;
+ if (!is_inside_tree()) {
+ return;
+ }
_notify_transform(this);
- if (!block_transform_notify && notify_local_transform) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ if (!block_transform_notify && notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
}
void item_rect_changed(bool p_size_changed = true);
@@ -257,6 +142,7 @@ protected:
void _notification(int p_what);
static void _bind_methods();
+ GDVIRTUAL0(_draw)
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
@@ -275,7 +161,7 @@ public:
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 void _edit_set_state(const Dictionary &p_state) {}
virtual Dictionary _edit_get_state() const { return Dictionary(); };
// Used to move the node
@@ -288,18 +174,18 @@ public:
// 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; };
+ virtual void _edit_set_rotation(real_t p_rotation) {}
+ virtual real_t _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 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 void _edit_set_pivot(const Point2 &p_pivot) {}
virtual Point2 _edit_get_pivot() const { return Point2(); };
virtual Transform2D _edit_get_transform() const;
@@ -315,6 +201,9 @@ public:
void update();
+ void set_clip_children(bool p_enabled);
+ bool is_clipping_children() const;
+
virtual void set_light_mask(int p_light_mask);
int get_light_mask() const;
@@ -326,37 +215,41 @@ public:
/* 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_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = 1.0);
+ void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false);
+ void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = 1.0, bool p_antialiased = false);
+ void draw_arc(const Vector2 &p_center, real_t p_radius, real_t p_start_angle, real_t p_end_angle, int p_point_count, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false);
+ void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = 1.0);
+ void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = 1.0);
+ void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, real_t p_width = 1.0);
+ void draw_circle(const Point2 &p_pos, real_t 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));
+ 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);
+ 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, bool p_clip_uv = false);
+ void draw_msdf_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), double p_outline = 0.0, double p_pixel_range = 4.0);
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_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>(), real_t p_width = 1);
+ 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>());
+ 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>());
- 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_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1));
+ void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture);
- 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_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_size = -1, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint8_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
+ void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = -1, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint8_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
+ real_t draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", int p_size = -1, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0)) const;
- void draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale);
+ void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0));
void draw_set_transform_matrix(const Transform2D &p_matrix);
+ void draw_animation_slice(double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset = 0);
+ void draw_end_animation();
static CanvasItem *get_current_item_drawn();
/* RECT / TRANSFORM */
- void set_as_toplevel(bool p_toplevel);
- bool is_set_as_toplevel() const;
+ void set_as_top_level(bool p_top_level);
+ bool is_set_as_top_level() const;
void set_draw_behind_parent(bool p_enable);
bool is_draw_behind_parent_enabled() const;
@@ -369,7 +262,7 @@ public:
virtual Transform2D get_global_transform_with_canvas() const;
virtual Transform2D get_screen_transform() const;
- CanvasItem *get_toplevel() const;
+ CanvasItem *get_top_level() const;
_FORCE_INLINE_ RID get_canvas_item() const {
return canvas_item;
}
@@ -405,10 +298,10 @@ public:
void force_update_transform();
- void set_texture_filter(TextureFilter p_texture_filter);
+ virtual void set_texture_filter(TextureFilter p_texture_filter);
TextureFilter get_texture_filter() const;
- void set_texture_repeat(TextureRepeat p_texture_repeat);
+ virtual void set_texture_repeat(TextureRepeat p_texture_repeat);
TextureRepeat get_texture_repeat() const;
// Used by control nodes to retrieve the parent's anchorable area
@@ -423,4 +316,58 @@ public:
VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
+class CanvasTexture : public Texture2D {
+ GDCLASS(CanvasTexture, Texture2D);
+ OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
+
+ Ref<Texture2D> diffuse_texture;
+ Ref<Texture2D> normal_texture;
+ Ref<Texture2D> specular_texture;
+ Color specular = Color(1, 1, 1, 1);
+ real_t shininess = 1.0;
+
+ RID canvas_texture;
+
+ CanvasItem::TextureFilter texture_filter = CanvasItem::TEXTURE_FILTER_PARENT_NODE;
+ CanvasItem::TextureRepeat texture_repeat = CanvasItem::TEXTURE_REPEAT_PARENT_NODE;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_diffuse_texture(const Ref<Texture2D> &p_diffuse);
+ Ref<Texture2D> get_diffuse_texture() const;
+
+ void set_normal_texture(const Ref<Texture2D> &p_normal);
+ Ref<Texture2D> get_normal_texture() const;
+
+ void set_specular_texture(const Ref<Texture2D> &p_specular);
+ Ref<Texture2D> get_specular_texture() const;
+
+ void set_specular_color(const Color &p_color);
+ Color get_specular_color() const;
+
+ void set_specular_shininess(real_t p_shininess);
+ real_t get_specular_shininess() const;
+
+ void set_texture_filter(CanvasItem::TextureFilter p_filter);
+ CanvasItem::TextureFilter get_texture_filter() const;
+
+ void set_texture_repeat(CanvasItem::TextureRepeat p_repeat);
+ CanvasItem::TextureRepeat get_texture_repeat() const;
+
+ virtual int get_width() const override;
+ virtual int get_height() const override;
+
+ virtual bool is_pixel_opaque(int p_x, int p_y) const override;
+ virtual bool has_alpha() const override;
+
+ virtual Ref<Image> get_image() const override;
+
+ virtual RID get_rid() const override;
+
+ CanvasTexture();
+ ~CanvasTexture();
+};
+
#endif // CANVAS_ITEM_H