/*************************************************************************/ /* canvas_item.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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/main/scene_tree.h" #include "scene/resources/material.h" #include "scene/resources/multimesh.h" #include "scene/resources/shader.h" #include "scene/resources/texture.h" class CanvasLayer; class Viewport; class Font; class StyleBox; class CanvasItemMaterial : public Material { GDCLASS(CanvasItemMaterial, Material); public: enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PREMULT_ALPHA, BLEND_MODE_DISABLED }; enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; private: union MaterialKey { struct { uint32_t blend_mode : 4; uint32_t light_mode : 4; uint32_t particles_animation : 1; uint32_t invalid_key : 1; }; uint32_t key; bool operator<(const MaterialKey &p_key) const { return key < p_key.key; } }; struct ShaderNames { StringName particles_anim_h_frames; StringName particles_anim_v_frames; StringName particles_anim_loop; }; static ShaderNames *shader_names; struct ShaderData { RID shader; int users; }; static Map<MaterialKey, ShaderData> shader_map; MaterialKey current_key; _FORCE_INLINE_ MaterialKey _compute_key() const { MaterialKey mk; mk.key = 0; mk.blend_mode = blend_mode; mk.light_mode = light_mode; mk.particles_animation = particles_animation; return mk; } static Mutex material_mutex; static SelfList<CanvasItemMaterial>::List *dirty_materials; SelfList<CanvasItemMaterial> element; void _update_shader(); _FORCE_INLINE_ void _queue_shader_change(); _FORCE_INLINE_ bool _is_shader_dirty() const; BlendMode blend_mode; LightMode light_mode; bool particles_animation; int particles_anim_h_frames; int particles_anim_v_frames; bool particles_anim_loop; protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const override; public: void set_blend_mode(BlendMode p_blend_mode); BlendMode get_blend_mode() const; void set_light_mode(LightMode p_light_mode); LightMode get_light_mode() const; void set_particles_animation(bool p_particles_anim); bool get_particles_animation() const; void set_particles_anim_h_frames(int p_frames); int get_particles_anim_h_frames() const; void set_particles_anim_v_frames(int p_frames); int get_particles_anim_v_frames() const; void set_particles_anim_loop(bool p_loop); bool get_particles_anim_loop() const; static void init_shaders(); static void finish_shaders(); static void flush_changes(); RID get_shader_rid() const; virtual Shader::Mode get_shader_mode() const override; CanvasItemMaterial(); virtual ~CanvasItemMaterial(); }; VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode) VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode) class CanvasItem : public Node { GDCLASS(CanvasItem, Node); 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; String group; CanvasLayer *canvas_layer; Color modulate; Color self_modulate; List<CanvasItem *> children_items; List<CanvasItem *>::Element *C; int light_mask; Window *window; bool first_draw; bool visible; bool pending_update; bool top_level; bool drawing; bool block_transform_notify; bool behind; bool use_parent_material; bool notify_local_transform; bool notify_transform; RS::CanvasItemTextureFilter texture_filter_cache; RS::CanvasItemTextureRepeat texture_repeat_cache; TextureFilter texture_filter; TextureRepeat texture_repeat; Ref<Material> material; mutable Transform2D global_transform; mutable bool global_invalid; void _top_level_raise_self(); void _propagate_visibility_changed(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(); 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(float p_rotation) {} virtual float _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(); 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, float p_width = 1.0); void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0); void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0); void draw_arc(const Vector2 &p_center, float p_radius, float p_start_angle, float p_end_angle, int p_point_count, const Color &p_color, float p_width = 1.0); void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width = 1.0); void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0); void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, float p_width = 1.0); void draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color); void draw_texture(const Ref<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_texture_rect(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), bool p_clip_uv = false, TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect); void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>(), float p_width = 1, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>(), const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture, const Ref<Texture2D> &p_normal_map = Ref<Texture2D>(), const Ref<Texture2D> &p_specular_map = Ref<Texture2D>(), const Color &p_specular_color_shininess = Color(1, 1, 1, 1), TextureFilter p_texture_filter = TEXTURE_FILTER_PARENT_NODE, TextureRepeat p_texture_repeat = TEXTURE_REPEAT_PARENT_NODE); void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate = Color(1, 1, 1), int p_clip_w = -1); float draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next = "", const Color &p_modulate = Color(1, 1, 1)); void draw_set_transform(const Point2 &p_offset, float p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0)); void draw_set_transform_matrix(const Transform2D &p_matrix); 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) #endif // CANVAS_ITEM_H