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-rw-r--r--scene/main/canvas_item.cpp144
-rw-r--r--scene/main/canvas_item.h72
-rw-r--r--scene/main/canvas_layer.cpp72
-rw-r--r--scene/main/canvas_layer.h59
-rw-r--r--scene/main/http_request.cpp58
-rw-r--r--scene/main/http_request.h58
-rw-r--r--scene/main/instance_placeholder.cpp58
-rw-r--r--scene/main/instance_placeholder.h58
-rw-r--r--scene/main/missing_node.cpp58
-rw-r--r--scene/main/missing_node.h58
-rw-r--r--scene/main/multiplayer_api.cpp58
-rw-r--r--scene/main/multiplayer_api.h58
-rw-r--r--scene/main/multiplayer_peer.cpp58
-rw-r--r--scene/main/multiplayer_peer.h58
-rw-r--r--scene/main/node.cpp87
-rw-r--r--scene/main/node.h62
-rw-r--r--scene/main/resource_preloader.cpp58
-rw-r--r--scene/main/resource_preloader.h58
-rw-r--r--scene/main/scene_tree.cpp136
-rw-r--r--scene/main/scene_tree.h59
-rw-r--r--scene/main/shader_globals_override.cpp58
-rw-r--r--scene/main/shader_globals_override.h58
-rw-r--r--scene/main/timer.cpp58
-rw-r--r--scene/main/timer.h58
-rw-r--r--scene/main/viewport.cpp108
-rw-r--r--scene/main/viewport.h62
-rw-r--r--scene/main/window.cpp119
-rw-r--r--scene/main/window.h76
28 files changed, 1054 insertions, 930 deletions
diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp
index 2563fa5914..9be1a6431b 100644
--- a/scene/main/canvas_item.cpp
+++ b/scene/main/canvas_item.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* canvas_item.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* canvas_item.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_item.h"
@@ -144,7 +144,7 @@ void CanvasItem::_redraw_callback() {
Transform2D CanvasItem::get_global_transform_with_canvas() const {
if (canvas_layer) {
- return canvas_layer->get_transform() * get_global_transform();
+ return canvas_layer->get_final_transform() * get_global_transform();
} else if (is_inside_tree()) {
return get_viewport()->get_canvas_transform() * get_global_transform();
} else {
@@ -195,7 +195,15 @@ void CanvasItem::_top_level_raise_self() {
}
void CanvasItem::_enter_canvas() {
- if ((!Object::cast_to<CanvasItem>(get_parent())) || top_level) {
+ // Resolves to nullptr if the node is toplevel.
+ CanvasItem *parent_item = get_parent_item();
+
+ if (parent_item) {
+ canvas_layer = parent_item->canvas_layer;
+ RenderingServer::get_singleton()->canvas_item_set_parent(canvas_item, parent_item->get_canvas_item());
+ RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
+ RenderingServer::get_singleton()->canvas_item_set_visibility_layer(canvas_item, visibility_layer);
+ } else {
Node *n = this;
canvas_layer = nullptr;
@@ -231,13 +239,6 @@ void CanvasItem::_enter_canvas() {
}
get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE | SceneTree::GROUP_CALL_DEFERRED, canvas_group, SNAME("_top_level_raise_self"));
-
- } else {
- CanvasItem *parent = get_parent_item();
- canvas_layer = parent->canvas_layer;
- RenderingServer::get_singleton()->canvas_item_set_parent(canvas_item, parent->get_canvas_item());
- RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
- RenderingServer::get_singleton()->canvas_item_set_visibility_layer(canvas_item, visibility_layer);
}
pending_update = false;
@@ -320,8 +321,7 @@ void CanvasItem::_notification(int p_what) {
if (canvas_group != StringName()) {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE | SceneTree::GROUP_CALL_DEFERRED, canvas_group, "_top_level_raise_self");
} else {
- CanvasItem *p = get_parent_item();
- ERR_FAIL_COND(!p);
+ ERR_FAIL_COND_MSG(!get_parent_item(), "Moved child is in incorrect state (no canvas group, no canvas item parent).");
RenderingServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
}
} break;
@@ -483,7 +483,7 @@ bool CanvasItem::is_y_sort_enabled() const {
return y_sort_enabled;
}
-void CanvasItem::draw_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, real_t p_dash) {
+void CanvasItem::draw_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, real_t p_dash, bool p_aligned) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
float length = (p_to - p_from).length();
@@ -492,14 +492,20 @@ void CanvasItem::draw_dashed_line(const Point2 &p_from, const Point2 &p_to, cons
return;
}
- Point2 off = p_from;
Vector2 step = p_dash * (p_to - p_from).normalized();
- int steps = length / p_dash / 2;
- for (int i = 0; i < steps; i++) {
- RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, off, (off + step), p_color, p_width);
- off += 2 * step;
+ int steps = (p_aligned) ? Math::ceil(length / p_dash) : Math::floor(length / p_dash);
+ if (steps % 2 == 0) {
+ steps--;
+ }
+
+ Point2 off = p_from;
+ if (p_aligned) {
+ off += (p_to - p_from).normalized() * (length - steps * p_dash) / 2.0;
+ }
+ for (int i = 0; i < steps; i += 2) {
+ RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, (i == 0) ? p_from : off, (p_aligned && i == steps - 1) ? p_to : (off + step), p_color, p_width);
+ off += step * 2;
}
- RenderingServer::get_singleton()->canvas_item_add_line(canvas_item, off, p_to, p_color, p_width);
}
void CanvasItem::draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, bool p_antialiased) {
@@ -552,7 +558,7 @@ void CanvasItem::draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_fil
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
if (p_filled) {
- if (p_width != 1.0) {
+ if (p_width != -1.0) {
WARN_PRINT("The draw_rect() \"width\" argument has no effect when \"filled\" is \"true\".");
}
@@ -561,7 +567,7 @@ void CanvasItem::draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_fil
// Thick lines are offset depending on their width to avoid partial overlapping.
// Thin lines don't require an offset, so don't apply one in this case
real_t offset;
- if (p_width >= 2) {
+ if (p_width >= 0) {
offset = p_width / 2.0;
} else {
offset = 0.0;
@@ -621,10 +627,10 @@ void CanvasItem::draw_texture_rect_region(const Ref<Texture2D> &p_texture, const
p_texture->draw_rect_region(canvas_item, p_rect, p_src_rect, p_modulate, p_transpose, p_clip_uv);
}
-void CanvasItem::draw_msdf_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, double p_outline, double p_pixel_range) {
+void CanvasItem::draw_msdf_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, double p_outline, double p_pixel_range, double p_scale) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND(p_texture.is_null());
- RenderingServer::get_singleton()->canvas_item_add_msdf_texture_rect_region(canvas_item, p_rect, p_texture->get_rid(), p_src_rect, p_modulate, p_outline, p_pixel_range);
+ RenderingServer::get_singleton()->canvas_item_add_msdf_texture_rect_region(canvas_item, p_rect, p_texture->get_rid(), p_src_rect, p_modulate, p_outline, p_pixel_range, p_scale);
}
void CanvasItem::draw_lcd_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate) {
@@ -641,11 +647,11 @@ void CanvasItem::draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p
p_style_box->draw(canvas_item, p_rect);
}
-void CanvasItem::draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture, real_t p_width) {
+void CanvasItem::draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
- RenderingServer::get_singleton()->canvas_item_add_primitive(canvas_item, p_points, p_colors, p_uvs, rid, p_width);
+ RenderingServer::get_singleton()->canvas_item_add_primitive(canvas_item, p_points, p_colors, p_uvs, rid);
}
void CanvasItem::draw_set_transform(const Point2 &p_offset, real_t p_rot, const Size2 &p_scale) {
@@ -950,34 +956,34 @@ void CanvasItem::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_self_modulate", "self_modulate"), &CanvasItem::set_self_modulate);
ClassDB::bind_method(D_METHOD("get_self_modulate"), &CanvasItem::get_self_modulate);
- ClassDB::bind_method(D_METHOD("set_z_index", "z_index"), &Node2D::set_z_index);
- ClassDB::bind_method(D_METHOD("get_z_index"), &Node2D::get_z_index);
+ ClassDB::bind_method(D_METHOD("set_z_index", "z_index"), &CanvasItem::set_z_index);
+ ClassDB::bind_method(D_METHOD("get_z_index"), &CanvasItem::get_z_index);
- ClassDB::bind_method(D_METHOD("set_z_as_relative", "enable"), &Node2D::set_z_as_relative);
- ClassDB::bind_method(D_METHOD("is_z_relative"), &Node2D::is_z_relative);
+ ClassDB::bind_method(D_METHOD("set_z_as_relative", "enable"), &CanvasItem::set_z_as_relative);
+ ClassDB::bind_method(D_METHOD("is_z_relative"), &CanvasItem::is_z_relative);
- ClassDB::bind_method(D_METHOD("set_y_sort_enabled", "enabled"), &Node2D::set_y_sort_enabled);
- ClassDB::bind_method(D_METHOD("is_y_sort_enabled"), &Node2D::is_y_sort_enabled);
+ ClassDB::bind_method(D_METHOD("set_y_sort_enabled", "enabled"), &CanvasItem::set_y_sort_enabled);
+ ClassDB::bind_method(D_METHOD("is_y_sort_enabled"), &CanvasItem::is_y_sort_enabled);
ClassDB::bind_method(D_METHOD("set_draw_behind_parent", "enable"), &CanvasItem::set_draw_behind_parent);
ClassDB::bind_method(D_METHOD("is_draw_behind_parent_enabled"), &CanvasItem::is_draw_behind_parent_enabled);
- ClassDB::bind_method(D_METHOD("draw_line", "from", "to", "color", "width", "antialiased"), &CanvasItem::draw_line, DEFVAL(1.0), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("draw_dashed_line", "from", "to", "color", "width", "dash"), &CanvasItem::draw_dashed_line, DEFVAL(1.0), DEFVAL(2.0));
+ ClassDB::bind_method(D_METHOD("draw_line", "from", "to", "color", "width", "antialiased"), &CanvasItem::draw_line, DEFVAL(-1.0), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("draw_dashed_line", "from", "to", "color", "width", "dash", "aligned"), &CanvasItem::draw_dashed_line, DEFVAL(-1.0), DEFVAL(2.0), DEFVAL(true));
ClassDB::bind_method(D_METHOD("draw_polyline", "points", "color", "width", "antialiased"), &CanvasItem::draw_polyline, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_polyline_colors", "points", "colors", "width", "antialiased"), &CanvasItem::draw_polyline_colors, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_arc", "center", "radius", "start_angle", "end_angle", "point_count", "color", "width", "antialiased"), &CanvasItem::draw_arc, DEFVAL(1.0), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("draw_multiline", "points", "color", "width"), &CanvasItem::draw_multiline, DEFVAL(1.0));
- ClassDB::bind_method(D_METHOD("draw_multiline_colors", "points", "colors", "width"), &CanvasItem::draw_multiline_colors, DEFVAL(1.0));
- ClassDB::bind_method(D_METHOD("draw_rect", "rect", "color", "filled", "width"), &CanvasItem::draw_rect, DEFVAL(true), DEFVAL(1.0));
+ ClassDB::bind_method(D_METHOD("draw_multiline", "points", "color", "width"), &CanvasItem::draw_multiline, DEFVAL(-1.0));
+ ClassDB::bind_method(D_METHOD("draw_multiline_colors", "points", "colors", "width"), &CanvasItem::draw_multiline_colors, DEFVAL(-1.0));
+ ClassDB::bind_method(D_METHOD("draw_rect", "rect", "color", "filled", "width"), &CanvasItem::draw_rect, DEFVAL(true), DEFVAL(-1.0));
ClassDB::bind_method(D_METHOD("draw_circle", "position", "radius", "color"), &CanvasItem::draw_circle);
ClassDB::bind_method(D_METHOD("draw_texture", "texture", "position", "modulate"), &CanvasItem::draw_texture, DEFVAL(Color(1, 1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_texture_rect", "texture", "rect", "tile", "modulate", "transpose"), &CanvasItem::draw_texture_rect, DEFVAL(Color(1, 1, 1, 1)), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_texture_rect_region", "texture", "rect", "src_rect", "modulate", "transpose", "clip_uv"), &CanvasItem::draw_texture_rect_region, DEFVAL(Color(1, 1, 1, 1)), DEFVAL(false), DEFVAL(true));
- ClassDB::bind_method(D_METHOD("draw_msdf_texture_rect_region", "texture", "rect", "src_rect", "modulate", "outline", "pixel_range"), &CanvasItem::draw_msdf_texture_rect_region, DEFVAL(Color(1, 1, 1, 1)), DEFVAL(0.0), DEFVAL(4.0));
+ ClassDB::bind_method(D_METHOD("draw_msdf_texture_rect_region", "texture", "rect", "src_rect", "modulate", "outline", "pixel_range", "scale"), &CanvasItem::draw_msdf_texture_rect_region, DEFVAL(Color(1, 1, 1, 1)), DEFVAL(0.0), DEFVAL(4.0), DEFVAL(1.0));
ClassDB::bind_method(D_METHOD("draw_lcd_texture_rect_region", "texture", "rect", "src_rect", "modulate"), &CanvasItem::draw_lcd_texture_rect_region, DEFVAL(Color(1, 1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_style_box", "style_box", "rect"), &CanvasItem::draw_style_box);
- ClassDB::bind_method(D_METHOD("draw_primitive", "points", "colors", "uvs", "texture", "width"), &CanvasItem::draw_primitive, DEFVAL(Ref<Texture2D>()), DEFVAL(1.0));
+ ClassDB::bind_method(D_METHOD("draw_primitive", "points", "colors", "uvs", "texture"), &CanvasItem::draw_primitive, DEFVAL(Ref<Texture2D>()));
ClassDB::bind_method(D_METHOD("draw_polygon", "points", "colors", "uvs", "texture"), &CanvasItem::draw_polygon, DEFVAL(PackedVector2Array()), DEFVAL(Ref<Texture2D>()));
ClassDB::bind_method(D_METHOD("draw_colored_polygon", "points", "color", "uvs", "texture"), &CanvasItem::draw_colored_polygon, DEFVAL(PackedVector2Array()), DEFVAL(Ref<Texture2D>()));
ClassDB::bind_method(D_METHOD("draw_string", "font", "pos", "text", "alignment", "width", "font_size", "modulate", "jst_flags", "direction", "orientation"), &CanvasItem::draw_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(Font::DEFAULT_FONT_SIZE), DEFVAL(Color(1.0, 1.0, 1.0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND), DEFVAL(TextServer::DIRECTION_AUTO), DEFVAL(TextServer::ORIENTATION_HORIZONTAL));
@@ -1099,7 +1105,7 @@ Transform2D CanvasItem::get_canvas_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
if (canvas_layer) {
- return canvas_layer->get_transform();
+ return canvas_layer->get_final_transform();
} else if (Object::cast_to<CanvasItem>(get_parent())) {
return Object::cast_to<CanvasItem>(get_parent())->get_canvas_transform();
} else {
@@ -1111,7 +1117,7 @@ Transform2D CanvasItem::get_viewport_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
if (canvas_layer) {
- return get_viewport()->get_final_transform() * canvas_layer->get_transform();
+ return get_viewport()->get_final_transform() * canvas_layer->get_final_transform();
} else {
return get_viewport()->get_final_transform() * get_viewport()->get_canvas_transform();
}
@@ -1305,6 +1311,7 @@ CanvasItem::CanvasItem() :
}
CanvasItem::~CanvasItem() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(canvas_item);
}
@@ -1459,5 +1466,6 @@ CanvasTexture::CanvasTexture() {
canvas_texture = RS::get_singleton()->canvas_texture_create();
}
CanvasTexture::~CanvasTexture() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(canvas_texture);
}
diff --git a/scene/main/canvas_item.h b/scene/main/canvas_item.h
index 4ace982825..b2c12b2ea2 100644
--- a/scene/main/canvas_item.h
+++ b/scene/main/canvas_item.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* canvas_item.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* canvas_item.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef CANVAS_ITEM_H
#define CANVAS_ITEM_H
@@ -247,22 +247,22 @@ public:
/* DRAWING API */
- void draw_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = 1.0, real_t p_dash = 2.0);
- void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false);
+ void draw_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = -1.0, real_t p_dash = 2.0, bool p_aligned = true);
+ void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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_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_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, double p_scale = 1.0);
void draw_lcd_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));
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>(), real_t p_width = 1);
+ void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>());
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>());
diff --git a/scene/main/canvas_layer.cpp b/scene/main/canvas_layer.cpp
index 5fde18721a..76cc17922a 100644
--- a/scene/main/canvas_layer.cpp
+++ b/scene/main/canvas_layer.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* canvas_layer.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* 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"
@@ -88,6 +88,18 @@ 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);
@@ -304,6 +316,7 @@ void CanvasLayer::_bind_methods() {
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);
@@ -347,5 +360,6 @@ CanvasLayer::CanvasLayer() {
}
CanvasLayer::~CanvasLayer() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(canvas);
}
diff --git a/scene/main/canvas_layer.h b/scene/main/canvas_layer.h
index 74b5ebd453..47077dc7fd 100644
--- a/scene/main/canvas_layer.h
+++ b/scene/main/canvas_layer.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* canvas_layer.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* canvas_layer.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef CANVAS_LAYER_H
#define CANVAS_LAYER_H
@@ -77,6 +77,7 @@ public:
void set_transform(const Transform2D &p_xform);
Transform2D get_transform() const;
+ Transform2D get_final_transform() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
diff --git a/scene/main/http_request.cpp b/scene/main/http_request.cpp
index 62f362553f..46ba7e67eb 100644
--- a/scene/main/http_request.cpp
+++ b/scene/main/http_request.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* http_request.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* http_request.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 "http_request.h"
#include "core/io/compression.h"
diff --git a/scene/main/http_request.h b/scene/main/http_request.h
index 80445684b0..add4e9538d 100644
--- a/scene/main/http_request.h
+++ b/scene/main/http_request.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* http_request.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* http_request.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef HTTP_REQUEST_H
#define HTTP_REQUEST_H
diff --git a/scene/main/instance_placeholder.cpp b/scene/main/instance_placeholder.cpp
index 56e719968b..b59dad716c 100644
--- a/scene/main/instance_placeholder.cpp
+++ b/scene/main/instance_placeholder.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* instance_placeholder.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* instance_placeholder.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 "instance_placeholder.h"
diff --git a/scene/main/instance_placeholder.h b/scene/main/instance_placeholder.h
index 8f2eb01773..480474d0bd 100644
--- a/scene/main/instance_placeholder.h
+++ b/scene/main/instance_placeholder.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* instance_placeholder.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* instance_placeholder.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef INSTANCE_PLACEHOLDER_H
#define INSTANCE_PLACEHOLDER_H
diff --git a/scene/main/missing_node.cpp b/scene/main/missing_node.cpp
index 7ce527fd9c..ccb6ac3571 100644
--- a/scene/main/missing_node.cpp
+++ b/scene/main/missing_node.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* missing_node.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* missing_node.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 "missing_node.h"
diff --git a/scene/main/missing_node.h b/scene/main/missing_node.h
index 0003f71f29..7fa2c99c96 100644
--- a/scene/main/missing_node.h
+++ b/scene/main/missing_node.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* missing_node.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* missing_node.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef MISSING_NODE_H
#define MISSING_NODE_H
diff --git a/scene/main/multiplayer_api.cpp b/scene/main/multiplayer_api.cpp
index 8b4b98c172..e36cbc4414 100644
--- a/scene/main/multiplayer_api.cpp
+++ b/scene/main/multiplayer_api.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_api.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_api.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 "multiplayer_api.h"
diff --git a/scene/main/multiplayer_api.h b/scene/main/multiplayer_api.h
index c1d90d651e..0b107ee50b 100644
--- a/scene/main/multiplayer_api.h
+++ b/scene/main/multiplayer_api.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_api.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_api.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef MULTIPLAYER_API_H
#define MULTIPLAYER_API_H
diff --git a/scene/main/multiplayer_peer.cpp b/scene/main/multiplayer_peer.cpp
index 92ba3debd1..83555966d7 100644
--- a/scene/main/multiplayer_peer.cpp
+++ b/scene/main/multiplayer_peer.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_peer.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_peer.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 "multiplayer_peer.h"
diff --git a/scene/main/multiplayer_peer.h b/scene/main/multiplayer_peer.h
index fa6b11e5db..99be9137f8 100644
--- a/scene/main/multiplayer_peer.h
+++ b/scene/main/multiplayer_peer.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multiplayer_peer.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* multiplayer_peer.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef MULTIPLAYER_PEER_H
#define MULTIPLAYER_PEER_H
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 680c4cd7e4..eb57ccfef1 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* node.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* node.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 "node.h"
@@ -39,6 +39,7 @@
#include "scene/animation/tween.h"
#include "scene/debugger/scene_debugger.h"
#include "scene/main/multiplayer_api.h"
+#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
#include "viewport.h"
@@ -1439,6 +1440,18 @@ TypedArray<Node> Node::find_children(const String &p_pattern, const String &p_ty
return ret;
}
+void Node::reparent(Node *p_parent, bool p_keep_global_transform) {
+ ERR_FAIL_NULL(p_parent);
+ ERR_FAIL_NULL_MSG(data.parent, "Node needs a parent to be reparented.");
+
+ if (p_parent == data.parent) {
+ return;
+ }
+
+ data.parent->remove_child(this);
+ p_parent->add_child(this);
+}
+
Node *Node::get_parent() const {
return data.parent;
}
@@ -1455,6 +1468,14 @@ Node *Node::find_parent(const String &p_pattern) const {
return nullptr;
}
+Window *Node::get_window() const {
+ Viewport *vp = get_viewport();
+ if (vp) {
+ return vp->get_base_window();
+ }
+ return nullptr;
+}
+
bool Node::is_ancestor_of(const Node *p_node) const {
ERR_FAIL_NULL_V(p_node, false);
Node *p = p_node->data.parent;
@@ -2774,10 +2795,8 @@ void Node::unhandled_key_input(const Ref<InputEvent> &p_key_event) {
}
void Node::_bind_methods() {
- GLOBAL_DEF("editor/node_naming/name_num_separator", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("editor/node_naming/name_num_separator", PropertyInfo(Variant::INT, "editor/node_naming/name_num_separator", PROPERTY_HINT_ENUM, "None,Space,Underscore,Dash"));
- GLOBAL_DEF("editor/node_naming/name_casing", NAME_CASING_PASCAL_CASE);
- ProjectSettings::get_singleton()->set_custom_property_info("editor/node_naming/name_casing", PropertyInfo(Variant::INT, "editor/node_naming/name_casing", PROPERTY_HINT_ENUM, "PascalCase,camelCase,snake_case"));
+ GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/node_naming/name_num_separator", PROPERTY_HINT_ENUM, "None,Space,Underscore,Dash"), 0);
+ GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/node_naming/name_casing", PROPERTY_HINT_ENUM, "PascalCase,camelCase,snake_case"), NAME_CASING_PASCAL_CASE);
ClassDB::bind_static_method("Node", D_METHOD("print_orphan_nodes"), &Node::print_orphan_nodes);
ClassDB::bind_method(D_METHOD("add_sibling", "sibling", "force_readable_name"), &Node::add_sibling, DEFVAL(false));
@@ -2786,6 +2805,7 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_name"), &Node::get_name);
ClassDB::bind_method(D_METHOD("add_child", "node", "force_readable_name", "internal"), &Node::add_child, DEFVAL(false), DEFVAL(0));
ClassDB::bind_method(D_METHOD("remove_child", "node"), &Node::remove_child);
+ ClassDB::bind_method(D_METHOD("reparent", "new_parent", "keep_global_transform"), &Node::reparent, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_child_count", "include_internal"), &Node::get_child_count, DEFVAL(false)); // Note that the default value bound for include_internal is false, while the method is declared with true. This is because internal nodes are irrelevant for GDSCript.
ClassDB::bind_method(D_METHOD("get_children", "include_internal"), &Node::_get_children, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_child", "idx", "include_internal"), &Node::get_child, DEFVAL(false));
@@ -2847,6 +2867,7 @@ void Node::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_physics_process_internal", "enable"), &Node::set_physics_process_internal);
ClassDB::bind_method(D_METHOD("is_physics_processing_internal"), &Node::is_physics_processing_internal);
+ ClassDB::bind_method(D_METHOD("get_window"), &Node::get_window);
ClassDB::bind_method(D_METHOD("get_tree"), &Node::get_tree);
ClassDB::bind_method(D_METHOD("create_tween"), &Node::create_tween);
diff --git a/scene/main/node.h b/scene/main/node.h
index 574f5063e8..dbdcca6170 100644
--- a/scene/main/node.h
+++ b/scene/main/node.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* node.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* node.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef NODE_H
#define NODE_H
@@ -37,6 +37,7 @@
#include "scene/main/scene_tree.h"
class Viewport;
+class Window;
class SceneState;
class Tween;
class PropertyTweener;
@@ -317,9 +318,12 @@ public:
bool has_node_and_resource(const NodePath &p_path) const;
Node *get_node_and_resource(const NodePath &p_path, Ref<Resource> &r_res, Vector<StringName> &r_leftover_subpath, bool p_last_is_property = true) const;
+ virtual void reparent(Node *p_parent, bool p_keep_global_transform = true);
Node *get_parent() const;
Node *find_parent(const String &p_pattern) const;
+ Window *get_window() const;
+
_FORCE_INLINE_ SceneTree *get_tree() const {
ERR_FAIL_COND_V(!data.tree, nullptr);
return data.tree;
diff --git a/scene/main/resource_preloader.cpp b/scene/main/resource_preloader.cpp
index a9b0285723..de42b63548 100644
--- a/scene/main/resource_preloader.cpp
+++ b/scene/main/resource_preloader.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* resource_preloader.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* resource_preloader.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 "resource_preloader.h"
#include "core/templates/rb_set.h"
diff --git a/scene/main/resource_preloader.h b/scene/main/resource_preloader.h
index fe59bc8ae3..3ce538c60e 100644
--- a/scene/main/resource_preloader.h
+++ b/scene/main/resource_preloader.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* resource_preloader.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* resource_preloader.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef RESOURCE_PRELOADER_H
#define RESOURCE_PRELOADER_H
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index ceb5b76ff2..fbe11c94d1 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_tree.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* scene_tree.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 "scene_tree.h"
@@ -594,6 +594,12 @@ void SceneTree::finalize() {
timer->release_connections();
}
timers.clear();
+
+ // Cleanup tweens.
+ for (Ref<Tween> &tween : tweens) {
+ tween->clear();
+ }
+ tweens.clear();
}
void SceneTree::quit(int p_exit_code) {
@@ -942,6 +948,9 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
}
for (const ObjectID &id : no_context_node_ids) {
+ if (p_viewport->is_input_handled()) {
+ break;
+ }
Node *n = Object::cast_to<Node>(ObjectDB::get_instance(id));
if (n) {
n->_call_shortcut_input(p_input);
@@ -1122,11 +1131,10 @@ Error SceneTree::change_scene_to_file(const String &p_path) {
}
Error SceneTree::change_scene_to_packed(const Ref<PackedScene> &p_scene) {
- Node *new_scene = nullptr;
- if (p_scene.is_valid()) {
- new_scene = p_scene->instantiate();
- ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
- }
+ ERR_FAIL_COND_V_MSG(p_scene.is_null(), ERR_INVALID_PARAMETER, "Can't change to a null scene. Use unload_current_scene() if you wish to unload it.");
+
+ Node *new_scene = p_scene->instantiate();
+ ERR_FAIL_COND_V(!new_scene, ERR_CANT_CREATE);
call_deferred(SNAME("_change_scene"), new_scene);
return OK;
@@ -1138,6 +1146,13 @@ Error SceneTree::reload_current_scene() {
return change_scene_to_file(fname);
}
+void SceneTree::unload_current_scene() {
+ if (current_scene) {
+ memdelete(current_scene);
+ current_scene = nullptr;
+ }
+}
+
void SceneTree::add_current_scene(Node *p_current) {
current_scene = p_current;
root->add_child(p_current);
@@ -1288,6 +1303,7 @@ void SceneTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("change_scene_to_packed", "packed_scene"), &SceneTree::change_scene_to_packed);
ClassDB::bind_method(D_METHOD("reload_current_scene"), &SceneTree::reload_current_scene);
+ ClassDB::bind_method(D_METHOD("unload_current_scene"), &SceneTree::unload_current_scene);
ClassDB::bind_method(D_METHOD("_change_scene"), &SceneTree::_change_scene);
@@ -1378,8 +1394,7 @@ SceneTree::SceneTree() {
debug_collision_contact_color = GLOBAL_DEF("debug/shapes/collision/contact_color", Color(1.0, 0.2, 0.1, 0.8));
debug_paths_color = GLOBAL_DEF("debug/shapes/paths/geometry_color", Color(0.1, 1.0, 0.7, 0.4));
debug_paths_width = GLOBAL_DEF("debug/shapes/paths/geometry_width", 2.0);
- collision_debug_contacts = GLOBAL_DEF("debug/shapes/collision/max_contacts_displayed", 10000);
- ProjectSettings::get_singleton()->set_custom_property_info("debug/shapes/collision/max_contacts_displayed", PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1")); // No negative
+ collision_debug_contacts = GLOBAL_DEF(PropertyInfo(Variant::INT, "debug/shapes/collision/max_contacts_displayed", PROPERTY_HINT_RANGE, "0,20000,1"), 10000);
GLOBAL_DEF("debug/shapes/collision/draw_2d_outlines", true);
@@ -1388,6 +1403,7 @@ SceneTree::SceneTree() {
// Create with mainloop.
root = memnew(Window);
+ root->set_min_size(Size2i(64, 64)); // Define a very small minimum window size to prevent bugs such as GH-37242.
root->set_process_mode(Node::PROCESS_MODE_PAUSABLE);
root->set_name("root");
root->set_title(GLOBAL_GET("application/config/name"));
@@ -1405,19 +1421,16 @@ SceneTree::SceneTree() {
root->set_as_audio_listener_2d(true);
current_scene = nullptr;
- const int msaa_mode_2d = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/msaa_2d", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa_2d", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_2d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")));
+ const int msaa_mode_2d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_2d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
root->set_msaa_2d(Viewport::MSAA(msaa_mode_2d));
- const int msaa_mode_3d = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/msaa_3d", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/msaa_3d", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")));
+ const int msaa_mode_3d = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/msaa_3d", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Average),4× (Slow),8× (Slowest)")), 0);
root->set_msaa_3d(Viewport::MSAA(msaa_mode_3d));
- const bool transparent_background = GLOBAL_DEF("rendering/transparent_background", false);
+ const bool transparent_background = GLOBAL_DEF("rendering/viewport/transparent_background", false);
root->set_transparent_background(transparent_background);
- const int ssaa_mode = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/screen_space_aa", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/quality/screen_space_aa", PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"));
+ const int ssaa_mode = GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "rendering/anti_aliasing/quality/screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), 0);
root->set_screen_space_aa(Viewport::ScreenSpaceAA(ssaa_mode));
const bool use_taa = GLOBAL_DEF_BASIC("rendering/anti_aliasing/quality/use_taa", false);
@@ -1429,8 +1442,7 @@ SceneTree::SceneTree() {
const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
root->set_use_occlusion_culling(use_occlusion_culling);
- float mesh_lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/mesh_lod/lod_change/threshold_pixels", PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"));
+ float mesh_lod_threshold = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"), 1.0);
root->set_mesh_lod_threshold(mesh_lod_threshold);
bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
@@ -1440,14 +1452,9 @@ SceneTree::SceneTree() {
root->set_snap_2d_vertices_to_pixel(snap_2d_vertices);
// We setup VRS for the main viewport here, in the editor this will have little effect.
- const int vrs_mode = GLOBAL_DEF("rendering/vrs/mode", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/vrs/mode", PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")));
+ const int vrs_mode = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/vrs/mode", PROPERTY_HINT_ENUM, String::utf8("Disabled,Texture,XR")), 0);
root->set_vrs_mode(Viewport::VRSMode(vrs_mode));
- const String vrs_texture_path = String(GLOBAL_DEF("rendering/vrs/texture", String())).strip_edges();
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/vrs/texture",
- PropertyInfo(Variant::STRING,
- "rendering/vrs/texture",
- PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp"));
+ const String vrs_texture_path = String(GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/vrs/texture", PROPERTY_HINT_FILE, "*.bmp,*.png,*.tga,*.webp"), String())).strip_edges();
if (vrs_mode == 1 && !vrs_texture_path.is_empty()) {
Ref<Image> vrs_image;
vrs_image.instantiate();
@@ -1462,18 +1469,13 @@ SceneTree::SceneTree() {
}
}
- int shadowmap_size = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_size", 4096);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/positional_shadow/atlas_size", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_size", PROPERTY_HINT_RANGE, "256,16384"));
+ int shadowmap_size = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_size", PROPERTY_HINT_RANGE, "256,16384"), 4096);
GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_size.mobile", 2048);
bool shadowmap_16_bits = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_16_bits", true);
- int atlas_q0 = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", 2);
- int atlas_q1 = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", 2);
- int atlas_q2 = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", 3);
- int atlas_q3 = GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", 4);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
+ int atlas_q0 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
+ int atlas_q1 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 2);
+ int atlas_q2 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 3);
+ int atlas_q3 = GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), 4);
root->set_positional_shadow_atlas_size(shadowmap_size);
root->set_positional_shadow_atlas_16_bits(shadowmap_16_bits);
@@ -1482,14 +1484,11 @@ SceneTree::SceneTree() {
root->set_positional_shadow_atlas_quadrant_subdiv(2, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q2));
root->set_positional_shadow_atlas_quadrant_subdiv(3, Viewport::PositionalShadowAtlasQuadrantSubdiv(atlas_q3));
- Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF("rendering/2d/sdf/oversize", 1)));
+ Viewport::SDFOversize sdf_oversize = Viewport::SDFOversize(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"), 1)));
root->set_sdf_oversize(sdf_oversize);
- Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF("rendering/2d/sdf/scale", 1)));
+ Viewport::SDFScale sdf_scale = Viewport::SDFScale(int(GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"), 1)));
root->set_sdf_scale(sdf_scale);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/sdf/oversize", PropertyInfo(Variant::INT, "rendering/2d/sdf/oversize", PROPERTY_HINT_ENUM, "100%,120%,150%,200%"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/sdf/scale", PropertyInfo(Variant::INT, "rendering/2d/sdf/scale", PROPERTY_HINT_ENUM, "100%,50%,25%"));
-
#ifndef _3D_DISABLED
{ // Load default fallback environment.
// Get possible extensions.
@@ -1503,9 +1502,8 @@ SceneTree::SceneTree() {
ext_hint += "*." + E;
}
// Get path.
- String env_path = GLOBAL_DEF("rendering/environment/defaults/default_environment", "");
+ String env_path = GLOBAL_DEF(PropertyInfo(Variant::STRING, "rendering/environment/defaults/default_environment", PROPERTY_HINT_FILE, ext_hint), "");
// Setup property.
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/defaults/default_environment", PropertyInfo(Variant::STRING, "rendering/viewport/default_environment", PROPERTY_HINT_FILE, ext_hint));
env_path = env_path.strip_edges();
if (!env_path.is_empty()) {
Ref<Environment> env = ResourceLoader::load(env_path);
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index a460e40597..fc185b4f37 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* scene_tree.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* scene_tree.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SCENE_TREE_H
#define SCENE_TREE_H
@@ -361,6 +361,7 @@ public:
Error change_scene_to_file(const String &p_path);
Error change_scene_to_packed(const Ref<PackedScene> &p_scene);
Error reload_current_scene();
+ void unload_current_scene();
Ref<SceneTreeTimer> create_timer(double p_delay_sec, bool p_process_always = true, bool p_process_in_physics = false, bool p_ignore_time_scale = false);
Ref<Tween> create_tween();
diff --git a/scene/main/shader_globals_override.cpp b/scene/main/shader_globals_override.cpp
index 455b8c6866..51fc948886 100644
--- a/scene/main/shader_globals_override.cpp
+++ b/scene/main/shader_globals_override.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* shader_globals_override.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* shader_globals_override.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 "shader_globals_override.h"
diff --git a/scene/main/shader_globals_override.h b/scene/main/shader_globals_override.h
index f3d0074f28..d8557ecf6a 100644
--- a/scene/main/shader_globals_override.h
+++ b/scene/main/shader_globals_override.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* shader_globals_override.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* shader_globals_override.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef SHADER_GLOBALS_OVERRIDE_H
#define SHADER_GLOBALS_OVERRIDE_H
diff --git a/scene/main/timer.cpp b/scene/main/timer.cpp
index 210b60171a..4fd66312b7 100644
--- a/scene/main/timer.cpp
+++ b/scene/main/timer.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* timer.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* timer.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 "timer.h"
diff --git a/scene/main/timer.h b/scene/main/timer.h
index 53503e31b2..d16e49793d 100644
--- a/scene/main/timer.h
+++ b/scene/main/timer.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* timer.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* timer.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef TIMER_H
#define TIMER_H
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index fdbcb20d30..9c7e04c433 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* viewport.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* viewport.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 "viewport.h"
@@ -80,6 +80,7 @@ void ViewportTexture::setup_local_to_scene() {
vp->viewport_textures.insert(this);
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
if (proxy_ph.is_valid()) {
RS::get_singleton()->texture_proxy_update(proxy, vp->texture_rid);
RS::get_singleton()->free(proxy_ph);
@@ -153,6 +154,8 @@ ViewportTexture::~ViewportTexture() {
vp->viewport_textures.erase(this);
}
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+
if (proxy_ph.is_valid()) {
RS::get_singleton()->free(proxy_ph);
}
@@ -301,6 +304,8 @@ void Viewport::_sub_window_remove(Window *p_window) {
int index = _sub_window_find(p_window);
ERR_FAIL_COND(index == -1);
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+
RS::get_singleton()->free(gui.sub_windows[index].canvas_item);
gui.sub_windows.remove_at(index);
@@ -598,9 +603,9 @@ void Viewport::_process_picking() {
physics_last_mouse_state.meta = mb->is_meta_pressed();
if (mb->is_pressed()) {
- physics_last_mouse_state.mouse_mask |= mouse_button_to_mask(mb->get_button_index());
+ physics_last_mouse_state.mouse_mask.set_flag(mouse_button_to_mask(mb->get_button_index()));
} else {
- physics_last_mouse_state.mouse_mask &= ~mouse_button_to_mask(mb->get_button_index());
+ physics_last_mouse_state.mouse_mask.clear_flag(mouse_button_to_mask(mb->get_button_index()));
// If touch mouse raised, assume we don't know last mouse pos until new events come
if (mb->get_device() == InputEvent::DEVICE_ID_TOUCH_MOUSE) {
@@ -642,7 +647,7 @@ void Viewport::_process_picking() {
ObjectID canvas_layer_id;
if (E) {
// A descendant CanvasLayer.
- canvas_layer_transform = E->get_transform();
+ canvas_layer_transform = E->get_final_transform();
canvas_layer_id = E->get_instance_id();
} else {
// This Viewport's builtin canvas.
@@ -1251,6 +1256,7 @@ void Viewport::_gui_show_tooltip() {
panel->set_transient(true);
panel->set_flag(Window::FLAG_NO_FOCUS, true);
panel->set_flag(Window::FLAG_POPUP, false);
+ panel->set_flag(Window::FLAG_MOUSE_PASSTHROUGH, true);
panel->set_wrap_controls(true);
panel->add_child(base_tooltip);
panel->gui_parent = this;
@@ -1293,7 +1299,6 @@ void Viewport::_gui_show_tooltip() {
r.position.y = vr.position.y;
}
- gui.tooltip_popup->set_current_screen(window->get_current_screen());
gui.tooltip_popup->set_position(r.position);
gui.tooltip_popup->set_size(r.size);
@@ -1492,19 +1497,20 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
Point2 mpos = mb->get_position();
if (mb->is_pressed()) {
Size2 pos = mpos;
- if (gui.mouse_focus_mask != MouseButton::NONE) {
+ if (!gui.mouse_focus_mask.is_empty()) {
// Do not steal mouse focus and stuff while a focus mask exists.
- gui.mouse_focus_mask |= mouse_button_to_mask(mb->get_button_index());
+ gui.mouse_focus_mask.set_flag(mouse_button_to_mask(mb->get_button_index()));
} else {
gui.mouse_focus = gui_find_control(pos);
gui.last_mouse_focus = gui.mouse_focus;
if (!gui.mouse_focus) {
- gui.mouse_focus_mask = MouseButton::NONE;
+ gui.mouse_focus_mask.clear();
return;
}
- gui.mouse_focus_mask = mouse_button_to_mask(mb->get_button_index());
+ gui.mouse_focus_mask.clear();
+ gui.mouse_focus_mask.set_flag(mouse_button_to_mask(mb->get_button_index()));
if (mb->get_button_index() == MouseButton::LEFT) {
gui.drag_accum = Vector2();
@@ -1574,7 +1580,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
_perform_drop(gui.drag_mouse_over, gui.drag_mouse_over_pos);
}
- gui.mouse_focus_mask &= ~mouse_button_to_mask(mb->get_button_index()); // Remove from mask.
+ gui.mouse_focus_mask.clear_flag(mouse_button_to_mask(mb->get_button_index())); // Remove from mask.
if (!gui.mouse_focus) {
// Release event is only sent if a mouse focus (previously pressed button) exists.
@@ -1593,7 +1599,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
// Disable mouse focus if needed before calling input,
// this makes popups on mouse press event work better,
// as the release will never be received otherwise.
- if (gui.mouse_focus_mask == MouseButton::NONE) {
+ if (gui.mouse_focus_mask.is_empty()) {
gui.mouse_focus = nullptr;
gui.forced_mouse_focus = false;
}
@@ -1615,7 +1621,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
Point2 mpos = mm->get_position();
// Drag & drop.
- if (!gui.drag_attempted && gui.mouse_focus && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) {
+ if (!gui.drag_attempted && gui.mouse_focus && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
gui.drag_accum += mm->get_relative();
float len = gui.drag_accum.length();
if (len > 10) {
@@ -1629,7 +1635,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
if (gui.drag_data.get_type() != Variant::NIL) {
gui.mouse_focus = nullptr;
gui.forced_mouse_focus = false;
- gui.mouse_focus_mask = MouseButton::NONE;
+ gui.mouse_focus_mask.clear();
break;
} else {
Control *drag_preview = _gui_get_drag_preview();
@@ -1697,7 +1703,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
mm->set_velocity(velocity);
mm->set_relative(rel);
- if (mm->get_button_mask() == MouseButton::NONE) {
+ if (mm->get_button_mask().is_empty()) {
// Nothing pressed.
bool is_tooltip_shown = false;
@@ -1740,7 +1746,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
Control *c = over;
Vector2 cpos = pos;
while (c) {
- if (gui.mouse_focus_mask != MouseButton::NONE || c->has_point(cpos)) {
+ if (!gui.mouse_focus_mask.is_empty() || c->has_point(cpos)) {
cursor_shape = c->get_cursor_shape(cpos);
} else {
cursor_shape = Control::CURSOR_ARROW;
@@ -2099,7 +2105,7 @@ void Viewport::_gui_cleanup_internal_state(Ref<InputEvent> p_event) {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid()) {
if (!mb->is_pressed()) {
- gui.mouse_focus_mask &= ~mouse_button_to_mask(mb->get_button_index()); // Remove from mask.
+ gui.mouse_focus_mask.clear_flag(mouse_button_to_mask(mb->get_button_index())); // Remove from mask.
}
}
}
@@ -2190,7 +2196,7 @@ void Viewport::_gui_remove_control(Control *p_control) {
if (gui.mouse_focus == p_control) {
gui.mouse_focus = nullptr;
gui.forced_mouse_focus = false;
- gui.mouse_focus_mask = MouseButton::NONE;
+ gui.mouse_focus_mask.clear();
}
if (gui.last_mouse_focus == p_control) {
gui.last_mouse_focus = nullptr;
@@ -2259,10 +2265,10 @@ void Viewport::_drop_mouse_over() {
void Viewport::_drop_mouse_focus() {
Control *c = gui.mouse_focus;
- MouseButton mask = gui.mouse_focus_mask;
+ BitField<MouseButtonMask> mask = gui.mouse_focus_mask;
gui.mouse_focus = nullptr;
gui.forced_mouse_focus = false;
- gui.mouse_focus_mask = MouseButton::NONE;
+ gui.mouse_focus_mask.clear();
for (int i = 0; i < 3; i++) {
if ((int)mask & (1 << i)) {
@@ -2370,7 +2376,7 @@ void Viewport::_post_gui_grab_click_focus() {
return;
}
- MouseButton mask = gui.mouse_focus_mask;
+ BitField<MouseButtonMask> mask = gui.mouse_focus_mask;
Point2 click = gui.mouse_focus->get_global_transform_with_canvas().affine_inverse().xform(gui.last_mouse_pos);
for (int i = 0; i < 3; i++) {
@@ -3235,7 +3241,7 @@ void Viewport::pass_mouse_focus_to(Viewport *p_viewport, Control *p_control) {
gui.mouse_focus = nullptr;
gui.forced_mouse_focus = false;
- gui.mouse_focus_mask = MouseButton::NONE;
+ gui.mouse_focus_mask.clear();
}
}
@@ -4099,8 +4105,7 @@ Viewport::Viewport() {
unhandled_key_input_group = "_vp_unhandled_key_input" + id;
// Window tooltip.
- gui.tooltip_delay = GLOBAL_DEF("gui/timers/tooltip_delay_sec", 0.5);
- ProjectSettings::get_singleton()->set_custom_property_info("gui/timers/tooltip_delay_sec", PropertyInfo(Variant::FLOAT, "gui/timers/tooltip_delay_sec", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); // No negative numbers
+ gui.tooltip_delay = GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "gui/timers/tooltip_delay_sec", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5);
#ifndef _3D_DISABLED
set_scaling_3d_mode((Viewport::Scaling3DMode)(int)GLOBAL_GET("rendering/scaling_3d/mode"));
@@ -4117,6 +4122,7 @@ Viewport::~Viewport() {
for (ViewportTexture *E : viewport_textures) {
E->vp = nullptr;
}
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(viewport);
}
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index bc8cd54603..9f182682d7 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* viewport.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* viewport.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef VIEWPORT_H
#define VIEWPORT_H
@@ -259,7 +259,7 @@ private:
bool control = false;
bool shift = false;
bool meta = false;
- MouseButton mouse_mask = MouseButton::NONE;
+ BitField<MouseButtonMask> mouse_mask;
} physics_last_mouse_state;
@@ -358,7 +358,7 @@ private:
Control *mouse_focus = nullptr;
Control *last_mouse_focus = nullptr;
Control *mouse_click_grabber = nullptr;
- MouseButton mouse_focus_mask = MouseButton::NONE;
+ BitField<MouseButtonMask> mouse_focus_mask;
Control *key_focus = nullptr;
Control *mouse_over = nullptr;
Control *drag_mouse_over = nullptr;
diff --git a/scene/main/window.cpp b/scene/main/window.cpp
index c71c3e195b..4baedc8c14 100644
--- a/scene/main/window.cpp
+++ b/scene/main/window.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* window.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* window.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 "window.h"
@@ -223,6 +223,14 @@ void Window::_get_property_list(List<PropertyInfo> *p_list) const {
}
void Window::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "position" && initial_position != WINDOW_INITIAL_POSITION_ABSOLUTE) {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+
+ if (p_property.name == "current_screen" && initial_position != WINDOW_INITIAL_POSITION_CENTER_SCREEN) {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+
if (p_property.name == "theme_type_variation") {
List<StringName> names;
@@ -275,6 +283,15 @@ String Window::get_title() const {
return title;
}
+void Window::set_initial_position(Window::WindowInitialPosition p_initial_position) {
+ initial_position = p_initial_position;
+ notify_property_list_changed();
+}
+
+Window::WindowInitialPosition Window::get_initial_position() const {
+ return initial_position;
+}
+
void Window::set_current_screen(int p_screen) {
current_screen = p_screen;
if (window_id == DisplayServer::INVALID_WINDOW_ID) {
@@ -462,11 +479,17 @@ void Window::_make_window() {
}
DisplayServer::VSyncMode vsync_mode = DisplayServer::get_singleton()->window_get_vsync_mode(DisplayServer::MAIN_WINDOW_ID);
- window_id = DisplayServer::get_singleton()->create_sub_window(DisplayServer::WindowMode(mode), vsync_mode, f, Rect2i(position, size));
+ Rect2i window_rect;
+ if (initial_position == WINDOW_INITIAL_POSITION_ABSOLUTE) {
+ window_rect = Rect2i(position, size);
+ } else if (initial_position == WINDOW_INITIAL_POSITION_CENTER_SCREEN) {
+ window_rect = Rect2i(DisplayServer::get_singleton()->screen_get_position(current_screen) + (DisplayServer::get_singleton()->screen_get_size(current_screen) - size) / 2, size);
+ }
+ window_id = DisplayServer::get_singleton()->create_sub_window(DisplayServer::WindowMode(mode), vsync_mode, f, window_rect);
ERR_FAIL_COND(window_id == DisplayServer::INVALID_WINDOW_ID);
- DisplayServer::get_singleton()->window_set_current_screen(current_screen, window_id);
DisplayServer::get_singleton()->window_set_max_size(Size2i(), window_id);
DisplayServer::get_singleton()->window_set_min_size(Size2i(), window_id);
+ DisplayServer::get_singleton()->window_set_mouse_passthrough(mpath, window_id);
String tr_title = atr(title);
#ifdef DEBUG_ENABLED
if (window_id == DisplayServer::MAIN_WINDOW_ID) {
@@ -1213,6 +1236,18 @@ DisplayServer::WindowID Window::get_window_id() const {
return window_id;
}
+void Window::set_mouse_passthrough_polygon(const Vector<Vector2> &p_region) {
+ mpath = p_region;
+ if (window_id == DisplayServer::INVALID_WINDOW_ID) {
+ return;
+ }
+ DisplayServer::get_singleton()->window_set_mouse_passthrough(mpath, window_id);
+}
+
+Vector<Vector2> Window::get_mouse_passthrough_polygon() const {
+ return mpath;
+}
+
void Window::set_wrap_controls(bool p_enable) {
wrap_controls = p_enable;
if (wrap_controls) {
@@ -2069,6 +2104,9 @@ void Window::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_title", "title"), &Window::set_title);
ClassDB::bind_method(D_METHOD("get_title"), &Window::get_title);
+ ClassDB::bind_method(D_METHOD("set_initial_position", "initial_position"), &Window::set_initial_position);
+ ClassDB::bind_method(D_METHOD("get_initial_position"), &Window::get_initial_position);
+
ClassDB::bind_method(D_METHOD("set_current_screen", "index"), &Window::set_current_screen);
ClassDB::bind_method(D_METHOD("get_current_screen"), &Window::get_current_screen);
@@ -2138,6 +2176,9 @@ void Window::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_use_font_oversampling", "enable"), &Window::set_use_font_oversampling);
ClassDB::bind_method(D_METHOD("is_using_font_oversampling"), &Window::is_using_font_oversampling);
+ ClassDB::bind_method(D_METHOD("set_mouse_passthrough_polygon", "polygon"), &Window::set_mouse_passthrough_polygon);
+ ClassDB::bind_method(D_METHOD("get_mouse_passthrough_polygon"), &Window::get_mouse_passthrough_polygon);
+
ClassDB::bind_method(D_METHOD("set_wrap_controls", "enable"), &Window::set_wrap_controls);
ClassDB::bind_method(D_METHOD("is_wrapping_controls"), &Window::is_wrapping_controls);
ClassDB::bind_method(D_METHOD("child_controls_changed"), &Window::child_controls_changed);
@@ -2205,11 +2246,20 @@ void Window::_bind_methods() {
ClassDB::bind_method(D_METHOD("popup_centered", "minsize"), &Window::popup_centered, DEFVAL(Size2i()));
ClassDB::bind_method(D_METHOD("popup_centered_clamped", "minsize", "fallback_ratio"), &Window::popup_centered_clamped, DEFVAL(Size2i()), DEFVAL(0.75));
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "initial_position", PROPERTY_HINT_ENUM, "Absolute,Screen Center"), "set_initial_position", "get_initial_position");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "position", PROPERTY_HINT_NONE, "suffix:px"), "set_position", "get_position");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "size", PROPERTY_HINT_NONE, "suffix:px"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Windowed,Minimized,Maximized,Fullscreen"), "set_mode", "get_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "current_screen"), "set_current_screen", "get_current_screen");
+
+ // Keep the enum values in sync with the `DisplayServer::SCREEN_` enum.
+ String screen_hints = "Primary Monitor:-2,Main Window Monitor:-1";
+ for (int i = 0; i < 64; i++) {
+ screen_hints += ",Monitor " + itos(i + 1) + ":" + itos(i);
+ }
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "current_screen", PROPERTY_HINT_ENUM, screen_hints), "set_current_screen", "get_current_screen");
+
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "mouse_passthrough_polygon"), "set_mouse_passthrough_polygon", "get_mouse_passthrough_polygon");
ADD_GROUP("Flags", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
@@ -2223,6 +2273,7 @@ void Window::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "unfocusable"), "set_flag", "get_flag", FLAG_NO_FOCUS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "popup_window"), "set_flag", "get_flag", FLAG_POPUP);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "extend_to_title"), "set_flag", "get_flag", FLAG_EXTEND_TO_TITLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "mouse_passthrough"), "set_flag", "get_flag", FLAG_MOUSE_PASSTHROUGH);
ADD_GROUP("Limits", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "min_size", PROPERTY_HINT_NONE, "suffix:px"), "set_min_size", "get_min_size");
@@ -2270,6 +2321,7 @@ void Window::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_NO_FOCUS);
BIND_ENUM_CONSTANT(FLAG_POPUP);
BIND_ENUM_CONSTANT(FLAG_EXTEND_TO_TITLE);
+ BIND_ENUM_CONSTANT(FLAG_MOUSE_PASSTHROUGH);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(CONTENT_SCALE_MODE_DISABLED);
@@ -2286,6 +2338,9 @@ void Window::_bind_methods() {
BIND_ENUM_CONSTANT(LAYOUT_DIRECTION_LOCALE);
BIND_ENUM_CONSTANT(LAYOUT_DIRECTION_LTR);
BIND_ENUM_CONSTANT(LAYOUT_DIRECTION_RTL);
+
+ BIND_ENUM_CONSTANT(WINDOW_INITIAL_POSITION_ABSOLUTE);
+ BIND_ENUM_CONSTANT(WINDOW_INITIAL_POSITION_CENTER_SCREEN);
}
Window::Window() {
diff --git a/scene/main/window.h b/scene/main/window.h
index 5024b42587..d819ca7c60 100644
--- a/scene/main/window.h
+++ b/scene/main/window.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* window.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* window.h */
+/**************************************************************************/
+/* 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. */
+/**************************************************************************/
#ifndef WINDOW_H
#define WINDOW_H
@@ -59,6 +59,7 @@ public:
FLAG_NO_FOCUS = DisplayServer::WINDOW_FLAG_NO_FOCUS,
FLAG_POPUP = DisplayServer::WINDOW_FLAG_POPUP,
FLAG_EXTEND_TO_TITLE = DisplayServer::WINDOW_FLAG_EXTEND_TO_TITLE,
+ FLAG_MOUSE_PASSTHROUGH = DisplayServer::WINDOW_FLAG_MOUSE_PASSTHROUGH,
FLAG_MAX = DisplayServer::WINDOW_FLAG_MAX,
};
@@ -87,19 +88,26 @@ public:
DEFAULT_WINDOW_SIZE = 100,
};
+ enum WindowInitialPosition {
+ WINDOW_INITIAL_POSITION_ABSOLUTE,
+ WINDOW_INITIAL_POSITION_CENTER_SCREEN,
+ };
+
private:
DisplayServer::WindowID window_id = DisplayServer::INVALID_WINDOW_ID;
String title;
- mutable int current_screen = 0;
+ mutable int current_screen = DisplayServer::SCREEN_PRIMARY;
mutable Vector2i position;
mutable Size2i size = Size2i(DEFAULT_WINDOW_SIZE, DEFAULT_WINDOW_SIZE);
mutable Size2i min_size;
mutable Size2i max_size;
+ mutable Vector<Vector2> mpath;
mutable Mode mode = MODE_WINDOWED;
mutable bool flags[FLAG_MAX] = {};
bool visible = true;
bool focused = false;
+ WindowInitialPosition initial_position = WINDOW_INITIAL_POSITION_ABSOLUTE;
bool use_font_oversampling = false;
bool transient = false;
@@ -201,6 +209,9 @@ public:
void set_title(const String &p_title);
String get_title() const;
+ void set_initial_position(WindowInitialPosition p_initial_position);
+ WindowInitialPosition get_initial_position() const;
+
void set_current_screen(int p_screen);
int get_current_screen() const;
@@ -272,10 +283,14 @@ public:
void set_use_font_oversampling(bool p_oversampling);
bool is_using_font_oversampling() const;
+ void set_mouse_passthrough_polygon(const Vector<Vector2> &p_region);
+ Vector<Vector2> get_mouse_passthrough_polygon() const;
+
void set_wrap_controls(bool p_enable);
bool is_wrapping_controls() const;
void child_controls_changed();
+ Window *get_exclusive_child() const { return exclusive_child; };
Window *get_parent_visible_window() const;
Viewport *get_parent_viewport() const;
void popup(const Rect2i &p_rect = Rect2i());
@@ -369,5 +384,6 @@ VARIANT_ENUM_CAST(Window::Flags);
VARIANT_ENUM_CAST(Window::ContentScaleMode);
VARIANT_ENUM_CAST(Window::ContentScaleAspect);
VARIANT_ENUM_CAST(Window::LayoutDirection);
+VARIANT_ENUM_CAST(Window::WindowInitialPosition);
#endif // WINDOW_H