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/*************************************************************************/
/* viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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;
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 p_discard_empty_motion);
bool handle_input_locally;
bool local_input_handled;
void _test_new_mouseover(ObjectID new_collider);
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 *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_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();
protected:
void _notification(int p_what);
static void _bind_methods();
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);
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
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