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-rw-r--r--scene/main/scene_tree.cpp149
1 files changed, 37 insertions, 112 deletions
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index d800c24e10..2e67a1feaf 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -392,86 +392,11 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
Ref<InputEvent> ev = p_event;
ev->set_id(++last_id); //this should work better
-#if 0
- switch(ev.type) {
-
- case InputEvent::MOUSE_BUTTON: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 g = ai.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
- Vector2 l = ai.xform(Vector2(ev->get_pos().x,ev->get_pos().y));
- ev->get_pos().x=l.x;
- ev->get_pos().y=l.y;
- ev.mouse_button.global_x=g.x;
- ev.mouse_button.global_y=g.y;
-
- } break;
- case InputEvent::MOUSE_MOTION: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 g = ai.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
- Vector2 l = ai.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
- Vector2 r = ai.xform(Vector2(ev->get_relative().x,ev->get_relative().y));
- ev.mouse_motion.x=l.x;
- ev.mouse_motion.y=l.y;
- ev.mouse_motion.global_x=g.x;
- ev.mouse_motion.global_y=g.y;
- ev->get_relative().x=r.x;
- ev->get_relative().y=r.y;
-
- } break;
- case InputEvent::SCREEN_TOUCH: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 t = ai.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
- ev.screen_touch.x=t.x;
- ev.screen_touch.y=t.y;
-
- } break;
- case InputEvent::SCREEN_DRAG: {
-
- Matrix32 ai = root->get_final_transform().affine_inverse();
- Vector2 t = ai.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
- Vector2 r = ai.xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
- Vector2 s = ai.xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
- ev.screen_drag.x=t.x;
- ev.screen_drag.y=t.y;
- ev.screen_drag.relative_x=r.x;
- ev.screen_drag.relative_y=r.y;
- ev.screen_drag.speed_x=s.x;
- ev.screen_drag.speed_y=s.y;
- } break;
- }
-
-#endif
MainLoop::input_event(ev);
-#if 0
- _call_input_pause("input","_input",ev);
-
- call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"_gui_input","_gui_input",p_event); //special one for GUI, as controls use their own process check
-
- //call_group(GROUP_CALL_REVERSE|GROUP_CALL_REALTIME|GROUP_CALL_MULIILEVEL,"input","_input",ev);
-
- /*
- if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F12) {
-
- print_line("RAM: "+itos(Memory::get_static_mem_usage()));
- print_line("DRAM: "+itos(Memory::get_dynamic_mem_usage()));
- }
- if (ev.type==InputEvent::KEY && ev->is_pressed() && !ev->is_echo() && ev->get_scancode()==KEY_F11) {
-
- Memory::dump_static_mem_to_file("memdump.txt");
- }
- */
-
- //transform for the rest
-#else
call_group_flags(GROUP_CALL_REALTIME, "_viewports", "_vp_input", ev); //special one for GUI, as controls use their own process check
-#endif
-
if (ScriptDebugger::get_singleton() && ScriptDebugger::get_singleton()->is_remote()) {
//quit from game window using F8
Ref<InputEventKey> k = ev;
@@ -482,7 +407,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
_flush_ugc();
root_lock--;
- MessageQueue::get_singleton()->flush(); //small little hack
+ //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
root_lock++;
@@ -503,7 +428,7 @@ void SceneTree::input_event(const Ref<InputEvent> &p_event) {
input_handled = true;
_flush_ugc();
root_lock--;
- MessageQueue::get_singleton()->flush(); //small little hack
+ //MessageQueue::get_singleton()->flush(); //flushing here causes UI and other places slowness
} else {
input_handled = true;
root_lock--;
@@ -801,11 +726,11 @@ Ref<Material> SceneTree::get_debug_navigation_material() {
return navigation_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- /* line_material->set_flag(Material::FLAG_UNSHADED, true);
- line_material->set_line_width(3.0);
- line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA, true);
- line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
- line_material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,get_debug_navigation_color());*/
+ line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ line_material->set_albedo(get_debug_navigation_color());
navigation_material = line_material;
@@ -818,11 +743,11 @@ Ref<Material> SceneTree::get_debug_navigation_disabled_material() {
return navigation_disabled_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- /* line_material->set_flag(Material::FLAG_UNSHADED, true);
- line_material->set_line_width(3.0);
- line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA, true);
- line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
- line_material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,get_debug_navigation_disabled_color());*/
+ line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ line_material->set_albedo(get_debug_navigation_disabled_color());
navigation_disabled_material = line_material;
@@ -834,11 +759,11 @@ Ref<Material> SceneTree::get_debug_collision_material() {
return collision_material;
Ref<SpatialMaterial> line_material = Ref<SpatialMaterial>(memnew(SpatialMaterial));
- /*line_material->set_flag(Material::FLAG_UNSHADED, true);
- line_material->set_line_width(3.0);
- line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA, true);
- line_material->set_fixed_flag(SpatialMaterial::FLAG_USE_COLOR_ARRAY, true);
- line_material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,get_debug_collisions_color());*/
+ line_material->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ line_material->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ line_material->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ line_material->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ line_material->set_albedo(get_debug_collisions_color());
collision_material = line_material;
@@ -852,11 +777,12 @@ Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
debug_contact_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
- Ref<SpatialMaterial> mat = memnew(SpatialMaterial);
- /*mat->set_flag(Material::FLAG_UNSHADED,true);
- mat->set_flag(Material::FLAG_DOUBLE_SIDED,true);
- mat->set_fixed_flag(SpatialMaterial::FLAG_USE_ALPHA,true);
- mat->set_parameter(SpatialMaterial::PARAM_DIFFUSE,get_debug_collision_contact_color());*/
+ Ref<SpatialMaterial> mat = Ref<SpatialMaterial>(memnew(SpatialMaterial));
+ mat->set_flag(SpatialMaterial::FLAG_UNSHADED, true);
+ mat->set_feature(SpatialMaterial::FEATURE_TRANSPARENT, true);
+ mat->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true);
+ mat->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ mat->set_albedo(get_debug_collision_contact_color());
Vector3 diamond[6] = {
Vector3(-1, 0, 0),
@@ -1181,7 +1107,7 @@ void SceneTree::_update_root_rect() {
} else if (viewport_aspect < video_mode_aspect) {
// screen ratio is smaller vertically
- if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT) {
+ if (stretch_aspect == STRETCH_ASPECT_KEEP_HEIGHT || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.y * video_mode_aspect;
@@ -1196,7 +1122,7 @@ void SceneTree::_update_root_rect() {
}
} else {
//screen ratio is smaller horizontally
- if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH) {
+ if (stretch_aspect == STRETCH_ASPECT_KEEP_WIDTH || stretch_aspect == STRETCH_ASPECT_EXPAND) {
//will stretch horizontally
viewport_size.x = desired_res.x;
@@ -1217,12 +1143,11 @@ void SceneTree::_update_root_rect() {
Size2 margin;
Size2 offset;
//black bars and margin
- if (screen_size.x < video_mode.x) {
+ if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.x < video_mode.x) {
margin.x = Math::round((video_mode.x - screen_size.x) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(margin.x, 0, margin.x, 0);
offset.x = Math::round(margin.x * viewport_size.y / screen_size.y);
- } else if (screen_size.y < video_mode.y) {
-
+ } else if (stretch_aspect != STRETCH_ASPECT_EXPAND && screen_size.y < video_mode.y) {
margin.y = Math::round((video_mode.y - screen_size.y) / 2.0);
VisualServer::get_singleton()->black_bars_set_margins(0, margin.y, 0, margin.y);
offset.y = Math::round(margin.y * viewport_size.x / screen_size.x);
@@ -2184,7 +2109,7 @@ void SceneTree::_bind_methods() {
//ClassDB::bind_method(D_METHOD("call_group","call_flags","group","method","arg1","arg2"),&SceneMainLoop::_call_group,DEFVAL(Variant()),DEFVAL(Variant()));
- ClassDB::bind_method(D_METHOD("get_root:Viewport"), &SceneTree::get_root);
+ ClassDB::bind_method(D_METHOD("get_root"), &SceneTree::get_root);
ClassDB::bind_method(D_METHOD("has_group", "name"), &SceneTree::has_group);
ClassDB::bind_method(D_METHOD("set_auto_accept_quit", "enabled"), &SceneTree::set_auto_accept_quit);
@@ -2197,8 +2122,8 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_debugging_navigation_hint"), &SceneTree::is_debugging_navigation_hint);
#ifdef TOOLS_ENABLED
- ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene:Node"), &SceneTree::set_edited_scene_root);
- ClassDB::bind_method(D_METHOD("get_edited_scene_root:Node"), &SceneTree::get_edited_scene_root);
+ ClassDB::bind_method(D_METHOD("set_edited_scene_root", "scene"), &SceneTree::set_edited_scene_root);
+ ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &SceneTree::get_edited_scene_root);
#endif
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
@@ -2206,7 +2131,7 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_input_as_handled"), &SceneTree::set_input_as_handled);
ClassDB::bind_method(D_METHOD("is_input_handled"), &SceneTree::is_input_handled);
- ClassDB::bind_method(D_METHOD("create_timer:SceneTreeTimer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
@@ -2234,22 +2159,22 @@ void SceneTree::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "call_group", &SceneTree::_call_group, mi2);
- ClassDB::bind_method(D_METHOD("notify_group", "call_flags", "group", "notification"), &SceneTree::notify_group);
- ClassDB::bind_method(D_METHOD("set_group", "call_flags", "group", "property", "value"), &SceneTree::set_group);
+ ClassDB::bind_method(D_METHOD("notify_group", "group", "notification"), &SceneTree::notify_group);
+ ClassDB::bind_method(D_METHOD("set_group", "group", "property", "value"), &SceneTree::set_group);
ClassDB::bind_method(D_METHOD("get_nodes_in_group", "group"), &SceneTree::_get_nodes_in_group);
- ClassDB::bind_method(D_METHOD("set_current_scene", "child_node:Node"), &SceneTree::set_current_scene);
- ClassDB::bind_method(D_METHOD("get_current_scene:Node"), &SceneTree::get_current_scene);
+ ClassDB::bind_method(D_METHOD("set_current_scene", "child_node"), &SceneTree::set_current_scene);
+ ClassDB::bind_method(D_METHOD("get_current_scene"), &SceneTree::get_current_scene);
ClassDB::bind_method(D_METHOD("change_scene", "path"), &SceneTree::change_scene);
- ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene:PackedScene"), &SceneTree::change_scene_to);
+ ClassDB::bind_method(D_METHOD("change_scene_to", "packed_scene"), &SceneTree::change_scene_to);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
- ClassDB::bind_method(D_METHOD("set_network_peer", "peer:NetworkedMultiplayerPeer"), &SceneTree::set_network_peer);
+ ClassDB::bind_method(D_METHOD("set_network_peer", "peer"), &SceneTree::set_network_peer);
ClassDB::bind_method(D_METHOD("is_network_server"), &SceneTree::is_network_server);
ClassDB::bind_method(D_METHOD("has_network_peer"), &SceneTree::has_network_peer);
ClassDB::bind_method(D_METHOD("get_network_connected_peers"), &SceneTree::get_network_connected_peers);