/*************************************************************************/ /* canvas_item.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 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 #include "scene/main/node.h" #include "scene/resources/texture.h" #include "scene/main/scene_main_loop.h" #include "scene/resources/shader.h" class CanvasLayer; class Viewport; class Font; class StyleBox; class CanvasItemMaterial : public Resource{ OBJ_TYPE(CanvasItemMaterial,Resource); RID material; Ref shader; public: enum ShadingMode { SHADING_NORMAL, SHADING_UNSHADED, SHADING_ONLY_LIGHT, }; protected: ShadingMode shading_mode; bool _set(const StringName& p_name, const Variant& p_value); bool _get(const StringName& p_name,Variant &r_ret) const; void _get_property_list( List *p_list) const; void _shader_changed(); static void _bind_methods(); void get_argument_options(const StringName& p_function,int p_idx,List*r_options) const; public: void set_shader(const Ref& p_shader); Ref get_shader() const; void set_shader_param(const StringName& p_param,const Variant& p_value); Variant get_shader_param(const StringName& p_param) const; void set_shading_mode(ShadingMode p_mode); ShadingMode get_shading_mode() const; virtual RID get_rid() const; CanvasItemMaterial(); ~CanvasItemMaterial(); }; VARIANT_ENUM_CAST( CanvasItemMaterial::ShadingMode ); class CanvasItem : public Node { OBJ_TYPE( CanvasItem, Node ); public: enum BlendMode { BLEND_MODE_MIX, //default BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PREMULT_ALPHA }; private: mutable SelfList xform_change; RID canvas_item; String group; CanvasLayer *canvas_layer; float opacity; float self_opacity; List children_items; List::Element *C; BlendMode blend_mode; int light_mask; bool first_draw; bool hidden; bool pending_update; bool toplevel; bool pending_children_sort; bool drawing; bool block_transform_notify; bool behind; bool use_parent_material; bool notify_local_transform; Ref material; mutable Matrix32 global_transform; mutable bool global_invalid; void _raise_self(); void _propagate_visibility_changed(bool p_visible); void _set_visible_(bool p_visible); bool _is_visible_() const; void _update_callback(); void _enter_canvas(); void _exit_canvas(); void _queue_sort_children(); void _sort_children(); void _notify_transform(CanvasItem *p_node); void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); } bool _is_on_top() const { return !is_draw_behind_parent_enabled(); } protected: _FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) return; _notify_transform(this); if (!block_transform_notify && notify_local_transform) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } void item_rect_changed(); void _notification(int p_what); static void _bind_methods(); public: enum { NOTIFICATION_TRANSFORM_CHANGED=SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique NOTIFICATION_DRAW=30, NOTIFICATION_VISIBILITY_CHANGED=31, NOTIFICATION_ENTER_CANVAS=32, NOTIFICATION_EXIT_CANVAS=33, NOTIFICATION_LOCAL_TRANSFORM_CHANGED=35, NOTIFICATION_WORLD_2D_CHANGED=36, }; /* EDITOR */ virtual Variant edit_get_state() const; virtual void edit_set_state(const Variant& p_state); virtual void edit_set_rect(const Rect2& p_edit_rect); virtual void edit_rotate(float p_rot); virtual Size2 edit_get_minimum_size() const; /* VISIBILITY */ bool is_visible() const; bool is_hidden() const; void show(); void hide(); void set_hidden(bool p_hidden); void update(); void set_blend_mode(BlendMode p_blend_mode); BlendMode get_blend_mode() const; virtual void set_light_mask(int p_light_mask); int get_light_mask() const; void set_opacity(float p_opacity); float get_opacity() const; void set_self_opacity(float p_self_opacity); float get_self_opacity() const; /* DRAWING API */ void draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0); void draw_rect(const Rect2& p_rect, const Color& p_color); void draw_circle(const Point2& p_pos, float p_radius, const Color& p_color); void draw_texture(const Ref& p_texture, const Point2& p_pos, const Color &p_modulate=Color(1,1,1,1)); void draw_texture_rect(const Ref& 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& p_texture,const Rect2& p_rect, const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1), bool p_transpose=false); void draw_style_box(const Ref& p_style_box,const Rect2& p_rect); void draw_primitive(const Vector& p_points, const Vector& p_colors,const Vector& p_uvs, Ref p_texture=Ref(),float p_width=1); void draw_polygon(const Vector& p_points, const Vector& p_colors,const Vector& p_uvs=Vector(), Ref p_texture=Ref()); void draw_colored_polygon(const Vector& p_points, const Color& p_color,const Vector& p_uvs=Vector(), Ref p_texture=Ref()); void draw_string(const Ref& p_font, const Point2& p_pos, const String& p_text,const Color& p_modulate=Color(1,1,1),int p_clip_w=-1); float draw_char(const Ref& p_font,const Point2& p_pos, const String& p_char,const String& p_next="",const Color& p_modulate=Color(1,1,1)); void draw_set_transform(const Point2& p_offset, float p_rot, const Size2& p_scale); /* RECT / TRANSFORM */ void set_as_toplevel(bool p_toplevel); bool is_set_as_toplevel() const; void set_draw_behind_parent(bool p_enable); bool is_draw_behind_parent_enabled() const; CanvasItem *get_parent_item() const; virtual Rect2 get_item_rect() const=0; virtual Matrix32 get_transform() const=0; virtual Matrix32 get_global_transform() const; virtual Matrix32 get_global_transform_with_canvas() const; CanvasItem *get_toplevel() const; _FORCE_INLINE_ RID get_canvas_item() const { return canvas_item; } void set_block_transform_notify(bool p_enable); bool is_block_transform_notify_enabled() const; Matrix32 get_canvas_transform() const; Matrix32 get_viewport_transform() const; Rect2 get_viewport_rect() const; RID get_viewport_rid() const; RID get_canvas() const; Ref get_world_2d() const; void set_material(const Ref& p_material); Ref get_material() const; void set_use_parent_material(bool p_use_parent_material); bool get_use_parent_material() const; InputEvent make_input_local(const InputEvent& pevent) const; Vector2 get_global_mouse_pos() const; Vector2 get_local_mouse_pos() const; void set_notify_local_transform(bool p_enable); bool is_local_transform_notification_enabled() const; CanvasItem(); ~CanvasItem(); }; VARIANT_ENUM_CAST( CanvasItem::BlendMode ); #endif // CANVAS_ITEM_H