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/*************************************************************************/
/* canvas_item.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_main_loop.h"
#include "scene/resources/material.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
};
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 invalid_key : 1;
};
uint32_t key;
bool operator<(const MaterialKey &p_key) const {
return key < p_key.key;
}
};
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;
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;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
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;
static void init_shaders();
static void finish_shaders();
static void flush_changes();
CanvasItemMaterial();
virtual ~CanvasItemMaterial();
};
VARIANT_ENUM_CAST(CanvasItemMaterial::BlendMode)
VARIANT_ENUM_CAST(CanvasItemMaterial::LightMode)
class CanvasItem : public Node {
GDCLASS(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<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;
bool first_draw;
bool visible;
bool pending_update;
bool toplevel;
bool drawing;
bool block_transform_notify;
bool behind;
bool use_parent_material;
bool notify_local_transform;
bool notify_transform;
Ref<Material> material;
mutable Transform2D global_transform;
mutable bool global_invalid;
void _toplevel_raise_self();
void _propagate_visibility_changed(bool p_visible);
void _update_callback();
void _enter_canvas();
void _exit_canvas();
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(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 */
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 */
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, bool p_antialiased = false);
void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true);
void draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color);
void draw_texture(const Ref<Texture> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1), const Ref<Texture> &p_normal_map = Ref<Texture>());
void draw_texture_rect(const Ref<Texture> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>());
void draw_texture_rect_region(const Ref<Texture> &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<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true);
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<Texture> p_texture = Ref<Texture>(), float p_width = 1, const Ref<Texture> &p_normal_map = Ref<Texture>());
void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture> p_texture = Ref<Texture>(), const Ref<Texture> &p_normal_map = Ref<Texture>());
void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture> p_texture = Ref<Texture>(), const Ref<Texture> &p_normal_map = Ref<Texture>());
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, const Size2 &p_scale);
void draw_set_transform_matrix(const Transform2D &p_matrix);
/* 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 Transform2D get_transform() const = 0;
virtual Transform2D get_global_transform() const;
virtual Transform2D get_global_transform_with_canvas() const;
Rect2 get_item_and_children_rect() 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;
Transform2D get_canvas_transform() const;
Transform2D get_viewport_transform() const;
Rect2 get_viewport_rect() const;
RID get_viewport_rid() const;
RID get_canvas() const;
Ref<World2D> get_world_2d() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
void set_use_parent_material(bool p_use_parent_material);
bool get_use_parent_material() const;
Ref<InputEvent> make_input_local(const Ref<InputEvent> &pevent) const;
Vector2 make_canvas_pos_local(const Vector2 &screen_point) const;
Vector2 get_global_mouse_position() const;
Vector2 get_local_mouse_pos() 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;
int get_canvas_layer() const;
CanvasItem();
~CanvasItem();
};
VARIANT_ENUM_CAST(CanvasItem::BlendMode);
#endif // CANVAS_ITEM_H
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