summaryrefslogtreecommitdiff
path: root/scene/main/canvas_item.h
blob: a331cb96a9799eb3d7fcf9a633343dbfa5933b71 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
/*************************************************************************/
/*  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