/*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef CANVAS_ITEM_H #define CANVAS_ITEM_H #include "scene/main/node.h" #include "scene/resources/canvas_item_material.h" #include "scene/resources/font.h" class CanvasLayer; class MultiMesh; class StyleBox; class Window; class World2D; class CanvasItem : public Node { GDCLASS(CanvasItem, Node); friend class CanvasLayer; public: enum TextureFilter { TEXTURE_FILTER_PARENT_NODE, TEXTURE_FILTER_NEAREST, TEXTURE_FILTER_LINEAR, TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, TEXTURE_FILTER_MAX }; enum TextureRepeat { TEXTURE_REPEAT_PARENT_NODE, TEXTURE_REPEAT_DISABLED, TEXTURE_REPEAT_ENABLED, TEXTURE_REPEAT_MIRROR, TEXTURE_REPEAT_MAX, }; private: mutable SelfList<Node> xform_change; RID canvas_item; StringName group; CanvasLayer *canvas_layer = nullptr; Color modulate = Color(1, 1, 1, 1); Color self_modulate = Color(1, 1, 1, 1); List<CanvasItem *> children_items; List<CanvasItem *>::Element *C = nullptr; int light_mask = 1; Window *window = nullptr; bool first_draw = false; bool visible = true; bool parent_visible_in_tree = false; bool clip_children = false; bool pending_update = false; bool top_level = false; bool drawing = false; bool block_transform_notify = false; bool behind = false; bool use_parent_material = false; bool notify_local_transform = false; bool notify_transform = false; RS::CanvasItemTextureFilter texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; RS::CanvasItemTextureRepeat texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; TextureFilter texture_filter = TEXTURE_FILTER_PARENT_NODE; TextureRepeat texture_repeat = TEXTURE_REPEAT_PARENT_NODE; Ref<Material> material; mutable Transform2D global_transform; mutable bool global_invalid = true; void _top_level_raise_self(); void _propagate_visibility_changed(bool p_parent_visible_in_tree); void _handle_visibility_change(bool p_visible); void _update_callback(); void _enter_canvas(); void _exit_canvas(); void _window_visibility_changed(); void _notify_transform(CanvasItem *p_node); void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); } bool _is_on_top() const { return !is_draw_behind_parent_enabled(); } static CanvasItem *current_item_drawn; friend class Viewport; void _update_texture_repeat_changed(bool p_propagate); void _update_texture_filter_changed(bool p_propagate); protected: _FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) { return; } _notify_transform(this); if (!block_transform_notify && notify_local_transform) { notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); } } void item_rect_changed(bool p_size_changed = true); void _notification(int p_what); static void _bind_methods(); GDVIRTUAL0(_draw) public: enum { NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique NOTIFICATION_DRAW = 30, NOTIFICATION_VISIBILITY_CHANGED = 31, NOTIFICATION_ENTER_CANVAS = 32, NOTIFICATION_EXIT_CANVAS = 33, NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35, NOTIFICATION_WORLD_2D_CHANGED = 36, }; /* EDITOR */ #ifdef TOOLS_ENABLED // Select the node virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const; // Save and restore a CanvasItem state virtual void _edit_set_state(const Dictionary &p_state) {} virtual Dictionary _edit_get_state() const { return Dictionary(); }; // Used to move the node virtual void _edit_set_position(const Point2 &p_position) = 0; virtual Point2 _edit_get_position() const = 0; // Used to scale the node virtual void _edit_set_scale(const Size2 &p_scale) = 0; virtual Size2 _edit_get_scale() const = 0; // Used to rotate the node virtual bool _edit_use_rotation() const { return false; }; virtual void _edit_set_rotation(real_t p_rotation) {} virtual real_t _edit_get_rotation() const { return 0.0; }; // Used to resize/move the node virtual bool _edit_use_rect() const { return false; }; // MAYBE REPLACE BY A _edit_get_editmode() virtual void _edit_set_rect(const Rect2 &p_rect) {} virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); }; virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; // LOOKS WEIRD // Used to set a pivot virtual bool _edit_use_pivot() const { return false; }; virtual void _edit_set_pivot(const Point2 &p_pivot) {} virtual Point2 _edit_get_pivot() const { return Point2(); }; virtual Transform2D _edit_get_transform() const; #endif /* VISIBILITY */ void set_visible(bool p_visible); bool is_visible() const; bool is_visible_in_tree() const; void show(); void hide(); void update(); void set_clip_children(bool p_enabled); bool is_clipping_children() const; virtual void set_light_mask(int p_light_mask); int get_light_mask() const; void set_modulate(const Color &p_modulate); Color get_modulate() const; void set_self_modulate(const Color &p_self_modulate); Color get_self_modulate() const; /* DRAWING API */ void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = 1.0); void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false); void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = 1.0, bool p_antialiased = false); void draw_arc(const Vector2 &p_center, real_t p_radius, real_t p_start_angle, real_t p_end_angle, int p_point_count, const Color &p_color, real_t p_width = 1.0, bool p_antialiased = false); void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = 1.0); void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = 1.0); void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, real_t p_width = 1.0); void draw_circle(const Point2 &p_pos, real_t p_radius, const Color &p_color); void draw_texture(const Ref<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1)); void draw_texture_rect(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false); void draw_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, bool p_clip_uv = false); void draw_msdf_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), double p_outline = 0.0, double p_pixel_range = 4.0); void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect); void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>(), real_t p_width = 1); void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>()); void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>()); void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1)); void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture); void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, real_t p_width = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const; real_t draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", int p_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0)) const; void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0)); void draw_set_transform_matrix(const Transform2D &p_matrix); void draw_animation_slice(double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset = 0); void draw_end_animation(); static CanvasItem *get_current_item_drawn(); /* RECT / TRANSFORM */ void set_as_top_level(bool p_top_level); bool is_set_as_top_level() const; void set_draw_behind_parent(bool p_enable); bool is_draw_behind_parent_enabled() const; CanvasItem *get_parent_item() const; virtual Transform2D get_transform() const = 0; virtual Transform2D get_global_transform() const; virtual Transform2D get_global_transform_with_canvas() const; virtual Transform2D get_screen_transform() const; CanvasItem *get_top_level() const; _FORCE_INLINE_ RID get_canvas_item() const { return canvas_item; } void set_block_transform_notify(bool p_enable); bool is_block_transform_notify_enabled() const; Transform2D get_canvas_transform() const; Transform2D get_viewport_transform() const; Rect2 get_viewport_rect() const; RID get_viewport_rid() const; RID get_canvas() const; ObjectID get_canvas_layer_instance_id() const; Ref<World2D> get_world_2d() const; virtual void set_material(const Ref<Material> &p_material); Ref<Material> get_material() const; virtual void set_use_parent_material(bool p_use_parent_material); bool get_use_parent_material() const; Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const; Vector2 make_canvas_position_local(const Vector2 &screen_point) const; Vector2 get_global_mouse_position() const; Vector2 get_local_mouse_position() const; void set_notify_local_transform(bool p_enable); bool is_local_transform_notification_enabled() const; void set_notify_transform(bool p_enable); bool is_transform_notification_enabled() const; void force_update_transform(); virtual void set_texture_filter(TextureFilter p_texture_filter); TextureFilter get_texture_filter() const; virtual void set_texture_repeat(TextureRepeat p_texture_repeat); TextureRepeat get_texture_repeat() const; // Used by control nodes to retrieve the parent's anchorable area virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); }; int get_canvas_layer() const; CanvasItem(); ~CanvasItem(); }; VARIANT_ENUM_CAST(CanvasItem::TextureFilter) VARIANT_ENUM_CAST(CanvasItem::TextureRepeat) class CanvasTexture : public Texture2D { GDCLASS(CanvasTexture, Texture2D); OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged. Ref<Texture2D> diffuse_texture; Ref<Texture2D> normal_texture; Ref<Texture2D> specular_texture; Color specular = Color(1, 1, 1, 1); real_t shininess = 1.0; RID canvas_texture; CanvasItem::TextureFilter texture_filter = CanvasItem::TEXTURE_FILTER_PARENT_NODE; CanvasItem::TextureRepeat texture_repeat = CanvasItem::TEXTURE_REPEAT_PARENT_NODE; protected: static void _bind_methods(); public: void set_diffuse_texture(const Ref<Texture2D> &p_diffuse); Ref<Texture2D> get_diffuse_texture() const; void set_normal_texture(const Ref<Texture2D> &p_normal); Ref<Texture2D> get_normal_texture() const; void set_specular_texture(const Ref<Texture2D> &p_specular); Ref<Texture2D> get_specular_texture() const; void set_specular_color(const Color &p_color); Color get_specular_color() const; void set_specular_shininess(real_t p_shininess); real_t get_specular_shininess() const; void set_texture_filter(CanvasItem::TextureFilter p_filter); CanvasItem::TextureFilter get_texture_filter() const; void set_texture_repeat(CanvasItem::TextureRepeat p_repeat); CanvasItem::TextureRepeat get_texture_repeat() const; virtual int get_width() const override; virtual int get_height() const override; virtual bool is_pixel_opaque(int p_x, int p_y) const override; virtual bool has_alpha() const override; virtual Ref<Image> get_image() const override; virtual RID get_rid() const override; CanvasTexture(); ~CanvasTexture(); }; #endif // CANVAS_ITEM_H