/*************************************************************************/ /* viewport.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 VIEWPORT_H #define VIEWPORT_H #include "core/math/transform_2d.h" #include "scene/main/node.h" #include "scene/resources/texture.h" #include "scene/resources/world_2d.h" #include "servers/visual_server.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class Camera; class Camera2D; class Listener; class Control; class CanvasItem; class CanvasLayer; class Panel; class Label; class Timer; class Viewport; class CollisionObject; class ViewportTexture : public Texture { GDCLASS(ViewportTexture, Texture); NodePath path; friend class Viewport; Viewport *vp; uint32_t flags; RID proxy; protected: static void _bind_methods(); public: void set_viewport_path_in_scene(const NodePath &p_path); NodePath get_viewport_path_in_scene() const; virtual void setup_local_to_scene(); virtual int get_width() const; virtual int get_height() const; virtual Size2 get_size() const; virtual RID get_rid() const; virtual bool has_alpha() const; virtual void set_flags(uint32_t p_flags); virtual uint32_t get_flags() const; virtual Ref<Image> get_data() const; ViewportTexture(); ~ViewportTexture(); }; class Viewport : public Node { GDCLASS(Viewport, Node); public: enum UpdateMode { UPDATE_DISABLED, UPDATE_ONCE, //then goes to disabled UPDATE_WHEN_VISIBLE, // default UPDATE_ALWAYS }; enum ShadowAtlasQuadrantSubdiv { SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED, SHADOW_ATLAS_QUADRANT_SUBDIV_1, SHADOW_ATLAS_QUADRANT_SUBDIV_4, SHADOW_ATLAS_QUADRANT_SUBDIV_16, SHADOW_ATLAS_QUADRANT_SUBDIV_64, SHADOW_ATLAS_QUADRANT_SUBDIV_256, SHADOW_ATLAS_QUADRANT_SUBDIV_1024, SHADOW_ATLAS_QUADRANT_SUBDIV_MAX, }; enum MSAA { MSAA_DISABLED, MSAA_2X, MSAA_4X, MSAA_8X, MSAA_16X, }; enum Usage { USAGE_2D, USAGE_2D_NO_SAMPLING, USAGE_3D, USAGE_3D_NO_EFFECTS, }; enum RenderInfo { RENDER_INFO_OBJECTS_IN_FRAME, RENDER_INFO_VERTICES_IN_FRAME, RENDER_INFO_MATERIAL_CHANGES_IN_FRAME, RENDER_INFO_SHADER_CHANGES_IN_FRAME, RENDER_INFO_SURFACE_CHANGES_IN_FRAME, RENDER_INFO_DRAW_CALLS_IN_FRAME, RENDER_INFO_MAX }; enum DebugDraw { DEBUG_DRAW_DISABLED, DEBUG_DRAW_UNSHADED, DEBUG_DRAW_OVERDRAW, DEBUG_DRAW_WIREFRAME, }; enum ClearMode { CLEAR_MODE_ALWAYS, CLEAR_MODE_NEVER, CLEAR_MODE_ONLY_NEXT_FRAME }; private: friend class ViewportTexture; Viewport *parent; Listener *listener; Set<Listener *> listeners; bool arvr; Camera *camera; Set<Camera *> cameras; Set<CanvasLayer *> canvas_layers; RID viewport; RID current_canvas; bool audio_listener; RID internal_listener; bool audio_listener_2d; RID internal_listener_2d; Transform2D canvas_transform; Transform2D global_canvas_transform; Transform2D stretch_transform; Size2 size; Rect2 to_screen_rect; RID contact_2d_debug; RID contact_3d_debug_multimesh; RID contact_3d_debug_instance; bool size_override; bool size_override_stretch; Size2 size_override_size; Size2 size_override_margin; Rect2 last_vp_rect; bool transparent_bg; bool vflip; ClearMode clear_mode; bool filter; bool gen_mipmaps; bool snap_controls_to_pixels; bool physics_object_picking; List<Ref<InputEvent> > physics_picking_events; ObjectID physics_object_capture; ObjectID physics_object_over; Transform physics_last_object_transform; Transform physics_last_camera_transform; ObjectID physics_last_id; bool physics_has_last_mousepos; Vector2 physics_last_mousepos; struct { bool alt; bool control; bool shift; bool meta; int mouse_mask; } physics_last_mouse_state; void _collision_object_input_event(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape); bool handle_input_locally; bool local_input_handled; Map<ObjectID, uint64_t> physics_2d_mouseover; Ref<World2D> world_2d; Ref<World> world; Ref<World> own_world; StringName input_group; StringName gui_input_group; StringName unhandled_input_group; StringName unhandled_key_input_group; void _update_listener(); void _update_listener_2d(); void _propagate_enter_world(Node *p_node); void _propagate_exit_world(Node *p_node); void _propagate_viewport_notification(Node *p_node, int p_what); void _update_stretch_transform(); void _update_global_transform(); bool disable_3d; bool keep_3d_linear; UpdateMode update_mode; RID texture_rid; uint32_t texture_flags; DebugDraw debug_draw; Usage usage; int shadow_atlas_size; ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4]; MSAA msaa; bool hdr; Ref<ViewportTexture> default_texture; Set<ViewportTexture *> viewport_textures; struct GUI { // info used when this is a window bool key_event_accepted; Control *mouse_focus; Control *last_mouse_focus; Control *mouse_click_grabber; int mouse_focus_mask; Control *key_focus; Control *mouse_over; Control *tooltip; Control *tooltip_popup; Label *tooltip_label; Point2 tooltip_pos; Point2 last_mouse_pos; Point2 drag_accum; bool drag_attempted; Variant drag_data; Control *drag_preview; float tooltip_timer; float tooltip_delay; List<Control *> modal_stack; Transform2D focus_inv_xform; bool subwindow_order_dirty; bool subwindow_visibility_dirty; List<Control *> subwindows; // visible subwindows List<Control *> all_known_subwindows; bool roots_order_dirty; List<Control *> roots; int canvas_sort_index; //for sorting items with canvas as root bool dragging; GUI(); } gui; bool disable_input; void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input); void _gui_call_notification(Control *p_control, int p_what); void _gui_prepare_subwindows(); void _gui_sort_subwindows(); void _gui_sort_roots(); void _gui_sort_modal_stack(); Control *_gui_find_control(const Point2 &p_global); Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform); void _gui_input_event(Ref<InputEvent> p_event); void update_worlds(); _FORCE_INLINE_ Transform2D _get_input_pre_xform() const; void _vp_input(const Ref<InputEvent> &p_ev); void _vp_input_text(const String &p_text); void _vp_unhandled_input(const Ref<InputEvent> &p_ev); Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev); friend class Control; List<Control *>::Element *_gui_add_root_control(Control *p_control); List<Control *>::Element *_gui_add_subwindow_control(Control *p_control); void _gui_set_subwindow_order_dirty(); void _gui_set_root_order_dirty(); void _gui_remove_modal_control(List<Control *>::Element *MI); void _gui_remove_from_modal_stack(List<Control *>::Element *MI, ObjectID p_prev_focus_owner); void _gui_remove_root_control(List<Control *>::Element *RI); void _gui_remove_subwindow_control(List<Control *>::Element *SI); String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_which = NULL); void _gui_cancel_tooltip(); void _gui_show_tooltip(); void _gui_remove_control(Control *p_control); void _gui_hid_control(Control *p_control); void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control); void _gui_set_drag_preview(Control *p_base, Control *p_control); bool _gui_is_modal_on_top(const Control *p_control); List<Control *>::Element *_gui_show_modal(Control *p_control); void _gui_remove_focus(); void _gui_unfocus_control(Control *p_control); bool _gui_control_has_focus(const Control *p_control); void _gui_control_grab_focus(Control *p_control); void _gui_grab_click_focus(Control *p_control); void _post_gui_grab_click_focus(); void _gui_accept_event(); Control *_gui_get_focus_owner(); Vector2 _get_window_offset() const; bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check); friend class Listener; void _listener_transform_changed_notify(); void _listener_set(Listener *p_listener); bool _listener_add(Listener *p_listener); //true if first void _listener_remove(Listener *p_listener); void _listener_make_next_current(Listener *p_exclude); friend class Camera; void _camera_transform_changed_notify(); void _camera_set(Camera *p_camera); bool _camera_add(Camera *p_camera); //true if first void _camera_remove(Camera *p_camera); void _camera_make_next_current(Camera *p_exclude); friend class CanvasLayer; void _canvas_layer_add(CanvasLayer *p_canvas_layer); void _canvas_layer_remove(CanvasLayer *p_canvas_layer); void _drop_mouse_focus(); void _drop_physics_mouseover(); void _update_canvas_items(Node *p_node); protected: void _notification(int p_what); static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; public: Listener *get_listener() const; Camera *get_camera() const; void set_use_arvr(bool p_use_arvr); bool use_arvr(); void set_as_audio_listener(bool p_enable); bool is_audio_listener() const; void set_as_audio_listener_2d(bool p_enable); bool is_audio_listener_2d() const; void set_size(const Size2 &p_size); void update_canvas_items(); Size2 get_size() const; Rect2 get_visible_rect() const; RID get_viewport_rid() const; void set_world(const Ref<World> &p_world); void set_world_2d(const Ref<World2D> &p_world_2d); Ref<World> get_world() const; Ref<World> find_world() const; Ref<World2D> get_world_2d() const; Ref<World2D> find_world_2d() const; void set_canvas_transform(const Transform2D &p_transform); Transform2D get_canvas_transform() const; void set_global_canvas_transform(const Transform2D &p_transform); Transform2D get_global_canvas_transform() const; Transform2D get_final_transform() const; void set_transparent_background(bool p_enable); bool has_transparent_background() const; void set_size_override(bool p_enable, const Size2 &p_size = Size2(-1, -1), const Vector2 &p_margin = Vector2()); Size2 get_size_override() const; bool is_size_override_enabled() const; void set_size_override_stretch(bool p_enable); bool is_size_override_stretch_enabled() const; void set_vflip(bool p_enable); bool get_vflip() const; void set_clear_mode(ClearMode p_mode); ClearMode get_clear_mode() const; void set_update_mode(UpdateMode p_mode); UpdateMode get_update_mode() const; Ref<ViewportTexture> get_texture() const; void set_shadow_atlas_size(int p_size); int get_shadow_atlas_size() const; void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv); ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const; void set_msaa(MSAA p_msaa); MSAA get_msaa() const; void set_hdr(bool p_hdr); bool get_hdr() const; Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const; Vector2 get_camera_rect_size() const; void set_use_own_world(bool p_world); bool is_using_own_world() const; void input(const Ref<InputEvent> &p_event); void unhandled_input(const Ref<InputEvent> &p_event); void set_disable_input(bool p_disable); bool is_input_disabled() const; void set_disable_3d(bool p_disable); bool is_3d_disabled() const; void set_keep_3d_linear(bool p_keep_3d_linear); bool get_keep_3d_linear() const; void set_attach_to_screen_rect(const Rect2 &p_rect); Rect2 get_attach_to_screen_rect() const; Vector2 get_mouse_position() const; void warp_mouse(const Vector2 &p_pos); void set_physics_object_picking(bool p_enable); bool get_physics_object_picking(); bool gui_has_modal_stack() const; Variant gui_get_drag_data() const; Control *get_modal_stack_top() const; void gui_reset_canvas_sort_index(); int gui_get_canvas_sort_index(); virtual String get_configuration_warning() const; void set_usage(Usage p_usage); Usage get_usage() const; void set_debug_draw(DebugDraw p_debug_draw); DebugDraw get_debug_draw() const; int get_render_info(RenderInfo p_info); void set_snap_controls_to_pixels(bool p_enable); bool is_snap_controls_to_pixels_enabled() const; void _subwindow_visibility_changed(); void set_input_as_handled(); bool is_input_handled() const; void set_handle_input_locally(bool p_enable); bool is_handling_input_locally() const; bool gui_is_dragging() const; Viewport(); ~Viewport(); }; VARIANT_ENUM_CAST(Viewport::UpdateMode); VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv); VARIANT_ENUM_CAST(Viewport::MSAA); VARIANT_ENUM_CAST(Viewport::Usage); VARIANT_ENUM_CAST(Viewport::DebugDraw); VARIANT_ENUM_CAST(Viewport::ClearMode); VARIANT_ENUM_CAST(Viewport::RenderInfo); #endif