godot/scene/2d/visibility_notifier_2d.cpp

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/*************************************************************************/
/* visibility_notifier_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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. */
/*************************************************************************/
#include "visibility_notifier_2d.h"
#include "scene/scene_string_names.h"
#include "scene/2d/physics_body_2d.h"
#include "scene/2d/animated_sprite.h"
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#include "scene/animation/animation_player.h"
#include "scene/scene_string_names.h"
#include "particles_2d.h"
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void VisibilityNotifier2D::_enter_viewport(Viewport* p_viewport) {
ERR_FAIL_COND(viewports.has(p_viewport));
viewports.insert(p_viewport);
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if (viewports.size()==1) {
emit_signal(SceneStringNames::get_singleton()->enter_screen);
_screen_enter();
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}
emit_signal(SceneStringNames::get_singleton()->enter_viewport,p_viewport);
}
void VisibilityNotifier2D::_exit_viewport(Viewport* p_viewport){
ERR_FAIL_COND(!viewports.has(p_viewport));
viewports.erase(p_viewport);
emit_signal(SceneStringNames::get_singleton()->exit_viewport,p_viewport);
if (viewports.size()==0) {
emit_signal(SceneStringNames::get_singleton()->exit_screen);
_screen_exit();
}
}
void VisibilityNotifier2D::set_rect(const Rect2& p_rect){
rect=p_rect;
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if (is_inside_tree()) {
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get_world_2d()->_update_notifier(this,get_global_transform().xform(rect));
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if (get_tree()->is_editor_hint()) {
update();
item_rect_changed();
}
}
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_change_notify("rect");
}
Rect2 VisibilityNotifier2D::get_item_rect() const {
return rect;
}
Rect2 VisibilityNotifier2D::get_rect() const{
return rect;
}
void VisibilityNotifier2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
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//get_world_2d()->
get_world_2d()->_register_notifier(this,get_global_transform().xform(rect));
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
//get_world_2d()->
get_world_2d()->_update_notifier(this,get_global_transform().xform(rect));
} break;
case NOTIFICATION_DRAW: {
if (get_tree()->is_editor_hint()) {
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draw_rect(rect,Color(1,0.5,1,0.2));
}
} break;
case NOTIFICATION_EXIT_TREE: {
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get_world_2d()->_remove_notifier(this);
} break;
}
}
bool VisibilityNotifier2D::is_on_screen() const {
return viewports.size()>0;
}
void VisibilityNotifier2D::_bind_methods(){
ObjectTypeDB::bind_method(_MD("set_rect","rect"),&VisibilityNotifier2D::set_rect);
ObjectTypeDB::bind_method(_MD("get_rect"),&VisibilityNotifier2D::get_rect);
ObjectTypeDB::bind_method(_MD("is_on_screen"),&VisibilityNotifier2D::is_on_screen);
ADD_PROPERTY( PropertyInfo(Variant::RECT2,"rect"),_SCS("set_rect"),_SCS("get_rect"));
ADD_SIGNAL( MethodInfo("enter_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
ADD_SIGNAL( MethodInfo("exit_viewport",PropertyInfo(Variant::OBJECT,"viewport",PROPERTY_HINT_RESOURCE_TYPE,"Viewport")) );
ADD_SIGNAL( MethodInfo("enter_screen"));
ADD_SIGNAL( MethodInfo("exit_screen"));
}
VisibilityNotifier2D::VisibilityNotifier2D() {
rect=Rect2(-10,-10,20,20);
}
//////////////////////////////////////
void VisibilityEnabler2D::_screen_enter() {
for(Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
_change_node_state(E->key(),true);
}
if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
get_parent()->set_fixed_process(true);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(true);
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visible=true;
}
void VisibilityEnabler2D::_screen_exit(){
for(Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
_change_node_state(E->key(),false);
}
if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
get_parent()->set_fixed_process(false);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(false);
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visible=false;
}
void VisibilityEnabler2D::_find_nodes(Node* p_node) {
bool add=false;
Variant meta;
if (enabler[ENABLER_FREEZE_BODIES]) {
RigidBody2D *rb2d = p_node->cast_to<RigidBody2D>();
if (rb2d && ((rb2d->get_mode()==RigidBody2D::MODE_CHARACTER || (rb2d->get_mode()==RigidBody2D::MODE_RIGID && !rb2d->is_able_to_sleep())))) {
add=true;
meta=rb2d->get_mode();
}
}
if (enabler[ENABLER_PAUSE_ANIMATIONS]) {
AnimationPlayer *ap = p_node->cast_to<AnimationPlayer>();
if (ap) {
add=true;
}
}
if (enabler[ENABLER_PAUSE_ANIMATED_SPRITES]) {
AnimatedSprite *as = p_node->cast_to<AnimatedSprite>();
if (as) {
add=true;
}
}
if (enabler[ENABLER_PAUSE_PARTICLES]) {
Particles2D *ps = p_node->cast_to<Particles2D>();
if (ps) {
add=true;
}
}
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if (add) {
p_node->connect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed",varray(p_node),CONNECT_ONESHOT);
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nodes[p_node]=meta;
_change_node_state(p_node,false);
}
for(int i=0;i<p_node->get_child_count();i++) {
Node *c = p_node->get_child(i);
if (c->get_filename()!=String())
continue; //skip, instance
_find_nodes(c);
}
}
void VisibilityEnabler2D::_notification(int p_what){
if (p_what==NOTIFICATION_ENTER_TREE) {
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if (get_tree()->is_editor_hint())
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return;
Node *from = this;
//find where current scene starts
while(from->get_parent() && from->get_filename()==String())
from=from->get_parent();
_find_nodes(from);
if (enabler[ENABLER_PARENT_FIXED_PROCESS] && get_parent())
get_parent()->set_fixed_process(false);
if (enabler[ENABLER_PARENT_PROCESS] && get_parent())
get_parent()->set_process(false);
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}
if (p_what==NOTIFICATION_EXIT_TREE) {
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if (get_tree()->is_editor_hint())
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return;
Node *from = this;
//find where current scene starts
for (Map<Node*,Variant>::Element *E=nodes.front();E;E=E->next()) {
if (!visible)
_change_node_state(E->key(),true);
E->key()->disconnect(SceneStringNames::get_singleton()->exit_tree,this,"_node_removed");
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}
nodes.clear();
}
}
void VisibilityEnabler2D::_change_node_state(Node* p_node,bool p_enabled) {
ERR_FAIL_COND(!nodes.has(p_node));
{
RigidBody2D *rb = p_node->cast_to<RigidBody2D>();
if (rb) {
if (p_enabled) {
RigidBody2D::Mode mode = RigidBody2D::Mode(nodes[p_node].operator int());
//rb->set_mode(mode);
rb->set_sleeping(false);
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} else {
//rb->set_mode(RigidBody2D::MODE_STATIC);
rb->set_sleeping(true);
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}
}
}
{
AnimationPlayer *ap=p_node->cast_to<AnimationPlayer>();
if (ap) {
ap->set_active(p_enabled);
}
}
{
AnimatedSprite *as=p_node->cast_to<AnimatedSprite>();
if (as) {
if (p_enabled)
as->play();
else
as->stop();
}
}
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{
Particles2D *ps=p_node->cast_to<Particles2D>();
if (ps) {
ps->set_emitting(p_enabled);
}
}
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}
void VisibilityEnabler2D::_node_removed(Node* p_node) {
if (!visible)
_change_node_state(p_node,true);
//changed to one shot, not needed
//p_node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,"_node_removed");
nodes.erase(p_node);
}
String VisibilityEnabler2D::get_configuration_warning() const {
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#ifdef TOOLS_ENABLED
if (is_inside_tree() && get_parent() && (get_parent()->get_filename()==String() && get_parent()!=get_tree()->get_edited_scene_root())) {
return TTR("VisibilityEnable2D works best when used with the edited scene root directly as parent.");
}
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#endif
return String();
}
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void VisibilityEnabler2D::_bind_methods(){
ObjectTypeDB::bind_method(_MD("set_enabler","enabler","enabled"),&VisibilityEnabler2D::set_enabler);
ObjectTypeDB::bind_method(_MD("is_enabler_enabled","enabler"),&VisibilityEnabler2D::is_enabler_enabled);
ObjectTypeDB::bind_method(_MD("_node_removed"),&VisibilityEnabler2D::_node_removed);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animations"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATIONS );
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/freeze_bodies"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_FREEZE_BODIES);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_particles"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_PARTICLES);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/pause_animated_sprites"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PAUSE_ANIMATED_SPRITES);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/process_parent"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PARENT_PROCESS);
ADD_PROPERTYI( PropertyInfo(Variant::BOOL,"enabler/fixed_process_parent"),_SCS("set_enabler"),_SCS("is_enabler_enabled"), ENABLER_PARENT_FIXED_PROCESS);
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BIND_CONSTANT( ENABLER_FREEZE_BODIES );
BIND_CONSTANT( ENABLER_PAUSE_ANIMATIONS );
BIND_CONSTANT( ENABLER_PAUSE_PARTICLES );
BIND_CONSTANT( ENABLER_PAUSE_ANIMATED_SPRITES );
BIND_CONSTANT( ENABLER_PARENT_PROCESS );
BIND_CONSTANT( ENABLER_PARENT_FIXED_PROCESS );
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BIND_CONSTANT( ENABLER_MAX);
}
void VisibilityEnabler2D::set_enabler(Enabler p_enabler,bool p_enable){
ERR_FAIL_INDEX(p_enabler,ENABLER_MAX);
enabler[p_enabler]=p_enable;
}
bool VisibilityEnabler2D::is_enabler_enabled(Enabler p_enabler) const{
ERR_FAIL_INDEX_V(p_enabler,ENABLER_MAX,false);
return enabler[p_enabler];
}
VisibilityEnabler2D::VisibilityEnabler2D() {
for(int i=0;i<ENABLER_MAX;i++)
enabler[i]=true;
enabler[ENABLER_PARENT_PROCESS]=false;
enabler[ENABLER_PARENT_FIXED_PROCESS]=false;
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visible=false;
}