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d56d1ff4d2
* NOTIFICATION_MOVED_IN_PARENT makes node children management very inefficient. * Replaced by a NOTIFICATION_CHILD_ORDER_CHANGED (and children_changed signal). * Most of the previous tasks carried out by NOTIFICATION_MOVED_IN_PARENT are now done not more than a single time per frame. This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same.
420 lines
14 KiB
C++
420 lines
14 KiB
C++
/**************************************************************************/
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/* canvas_layer.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "canvas_layer.h"
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#include "scene/2d/canvas_item.h"
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#include "viewport.h"
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void CanvasLayer::set_layer(int p_xform) {
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layer = p_xform;
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if (viewport.is_valid()) {
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// For the sublayer, we will use the order in which the layer occurs in the scene tree
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// rather than just the child_id via get_position_in_parent().
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// We have 32 bits to play with for the sublayer (or more likely 31, as sublayer is signed)
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// (see Viewport::CanvasKey constructor in visual_server_viewport.h).
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VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, _layer_order_in_tree);
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vp->_gui_set_root_order_dirty();
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}
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}
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int CanvasLayer::get_layer() const {
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return layer;
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}
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void CanvasLayer::set_visible(bool p_visible) {
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if (p_visible == visible) {
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return;
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}
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visible = p_visible;
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emit_signal("visibility_changed");
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// For CanvasItems that is explicitly top level or has non-CanvasItem parents.
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if (is_inside_tree()) {
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const String group = "root_canvas" + itos(canvas.get_id());
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get_tree()->call_group(group, "_toplevel_visibility_changed", p_visible);
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}
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}
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// Make sure layer orders are up to date whenever moving layers in the tree.
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void CanvasLayer::_update_layer_orders() {
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if (is_inside_tree() && get_tree()) {
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Node *root = get_tree()->get_root();
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if (root) {
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uint32_t layer_order_count = 0;
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_calculate_layer_orders_in_tree(root, layer_order_count);
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}
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}
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}
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// When rendering layers, if the layer id (set by user) and sublayer (child id) is the same
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// we need something else sensible which we can sort repeatably to determine which layers should render first,
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// so we will simply calculate the order that the layers occur throughout the scene tree.
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void CanvasLayer::_calculate_layer_orders_in_tree(Node *p_node, uint32_t &r_order) {
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CanvasLayer *layer = Object::cast_to<CanvasLayer>(p_node);
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if (layer) {
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layer->_layer_order_in_tree = r_order++;
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// Force an update of the layer order in the VisualServer
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set_layer(get_layer());
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}
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for (int n = 0; n < p_node->get_child_count(); n++) {
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_calculate_layer_orders_in_tree(p_node->get_child(n), r_order);
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}
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}
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void CanvasLayer::show() {
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set_visible(true);
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}
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void CanvasLayer::hide() {
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set_visible(false);
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}
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bool CanvasLayer::is_visible() const {
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return visible;
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}
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void CanvasLayer::set_transform(const Transform2D &p_xform) {
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transform = p_xform;
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locrotscale_dirty = true;
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if (viewport.is_valid()) {
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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}
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}
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Transform2D CanvasLayer::get_transform() const {
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return transform;
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}
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Transform2D CanvasLayer::get_final_transform() const {
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if (is_following_viewport()) {
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Transform2D follow;
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follow.scale(Vector2(get_follow_viewport_scale(), get_follow_viewport_scale()));
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if (vp) {
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follow = vp->get_canvas_transform() * follow;
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}
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return follow * transform;
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}
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return transform;
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}
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void CanvasLayer::_update_xform() {
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transform.set_rotation_and_scale(rot, scale);
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transform.set_origin(ofs);
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if (viewport.is_valid()) {
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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}
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}
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void CanvasLayer::_update_locrotscale() {
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ofs = transform.elements[2];
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rot = transform.get_rotation();
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scale = transform.get_scale();
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locrotscale_dirty = false;
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}
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void CanvasLayer::set_offset(const Vector2 &p_offset) {
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if (locrotscale_dirty) {
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_update_locrotscale();
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}
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ofs = p_offset;
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_update_xform();
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}
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Vector2 CanvasLayer::get_offset() const {
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if (locrotscale_dirty) {
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const_cast<CanvasLayer *>(this)->_update_locrotscale();
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}
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return ofs;
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}
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void CanvasLayer::set_rotation(real_t p_radians) {
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if (locrotscale_dirty) {
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_update_locrotscale();
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}
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rot = p_radians;
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_update_xform();
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}
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real_t CanvasLayer::get_rotation() const {
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if (locrotscale_dirty) {
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const_cast<CanvasLayer *>(this)->_update_locrotscale();
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}
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return rot;
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}
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void CanvasLayer::set_rotation_degrees(real_t p_degrees) {
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set_rotation(Math::deg2rad(p_degrees));
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}
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real_t CanvasLayer::get_rotation_degrees() const {
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return Math::rad2deg(get_rotation());
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}
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void CanvasLayer::set_scale(const Vector2 &p_scale) {
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if (locrotscale_dirty) {
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_update_locrotscale();
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}
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scale = p_scale;
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_update_xform();
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}
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Vector2 CanvasLayer::get_scale() const {
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if (locrotscale_dirty) {
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const_cast<CanvasLayer *>(this)->_update_locrotscale();
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}
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return scale;
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}
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void CanvasLayer::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) {
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vp = custom_viewport;
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} else {
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vp = Node::get_viewport();
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}
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ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
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vp->_canvas_layer_add(this);
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viewport = vp->get_viewport_rid();
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VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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_update_follow_viewport();
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_update_layer_orders();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
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_update_layer_orders();
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vp->_canvas_layer_remove(this);
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VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
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viewport = RID();
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_update_follow_viewport(false);
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} break;
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}
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}
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void CanvasLayer::update_draw_order() {
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// Note: As this step requires traversing the entire scene tree, it is thus expensive
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// to move the canvas layer multiple times. Take special care when deleting / moving
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// multiple nodes to prevent this happening multiple times.
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_update_layer_orders();
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}
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Size2 CanvasLayer::get_viewport_size() const {
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if (!is_inside_tree()) {
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return Size2(1, 1);
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}
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ERR_FAIL_NULL_V_MSG(vp, Size2(1, 1), "Viewport is not initialized.");
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Rect2 r = vp->get_visible_rect();
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return r.size;
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}
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RID CanvasLayer::get_viewport() const {
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return viewport;
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}
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void CanvasLayer::set_custom_viewport(Node *p_viewport) {
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ERR_FAIL_NULL_MSG(p_viewport, "Cannot set viewport to nullptr.");
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if (is_inside_tree()) {
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vp->_canvas_layer_remove(this);
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VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
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viewport = RID();
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}
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custom_viewport = Object::cast_to<Viewport>(p_viewport);
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if (custom_viewport) {
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custom_viewport_id = custom_viewport->get_instance_id();
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} else {
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custom_viewport_id = 0;
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}
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if (is_inside_tree()) {
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if (custom_viewport) {
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vp = custom_viewport;
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} else {
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vp = Node::get_viewport();
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}
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vp->_canvas_layer_add(this);
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viewport = vp->get_viewport_rid();
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VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
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VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
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_update_layer_orders();
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}
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}
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Node *CanvasLayer::get_custom_viewport() const {
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return custom_viewport;
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}
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void CanvasLayer::reset_sort_index() {
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sort_index = 0;
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}
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int CanvasLayer::get_sort_index() {
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return sort_index++;
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}
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RID CanvasLayer::get_canvas() const {
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return canvas;
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}
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void CanvasLayer::set_follow_viewport(bool p_enable) {
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if (follow_viewport == p_enable) {
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return;
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}
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follow_viewport = p_enable;
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_update_follow_viewport();
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}
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bool CanvasLayer::is_following_viewport() const {
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return follow_viewport;
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}
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void CanvasLayer::set_follow_viewport_scale(float p_ratio) {
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follow_viewport_scale = p_ratio;
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_update_follow_viewport();
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}
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float CanvasLayer::get_follow_viewport_scale() const {
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return follow_viewport_scale;
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}
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void CanvasLayer::_update_follow_viewport(bool p_force_exit) {
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if (!is_inside_tree()) {
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return;
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}
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if (p_force_exit || !follow_viewport) {
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VS::get_singleton()->canvas_set_parent(canvas, RID(), 1.0);
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} else {
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VS::get_singleton()->canvas_set_parent(canvas, vp->get_world_2d()->get_canvas(), follow_viewport_scale);
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}
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}
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void CanvasLayer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_layer", "layer"), &CanvasLayer::set_layer);
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ClassDB::bind_method(D_METHOD("get_layer"), &CanvasLayer::get_layer);
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ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasLayer::set_visible);
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ClassDB::bind_method(D_METHOD("is_visible"), &CanvasLayer::is_visible);
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ClassDB::bind_method(D_METHOD("show"), &CanvasLayer::show);
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ClassDB::bind_method(D_METHOD("hide"), &CanvasLayer::hide);
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ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CanvasLayer::set_transform);
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ClassDB::bind_method(D_METHOD("get_transform"), &CanvasLayer::get_transform);
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ClassDB::bind_method(D_METHOD("get_final_transform"), &CanvasLayer::get_final_transform);
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &CanvasLayer::set_offset);
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ClassDB::bind_method(D_METHOD("get_offset"), &CanvasLayer::get_offset);
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ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &CanvasLayer::set_rotation);
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ClassDB::bind_method(D_METHOD("get_rotation"), &CanvasLayer::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &CanvasLayer::set_rotation_degrees);
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ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &CanvasLayer::get_rotation_degrees);
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ClassDB::bind_method(D_METHOD("set_scale", "scale"), &CanvasLayer::set_scale);
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ClassDB::bind_method(D_METHOD("get_scale"), &CanvasLayer::get_scale);
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ClassDB::bind_method(D_METHOD("set_follow_viewport", "enable"), &CanvasLayer::set_follow_viewport);
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ClassDB::bind_method(D_METHOD("is_following_viewport"), &CanvasLayer::is_following_viewport);
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ClassDB::bind_method(D_METHOD("set_follow_viewport_scale", "scale"), &CanvasLayer::set_follow_viewport_scale);
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ClassDB::bind_method(D_METHOD("get_follow_viewport_scale"), &CanvasLayer::get_follow_viewport_scale);
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ClassDB::bind_method(D_METHOD("set_custom_viewport", "viewport"), &CanvasLayer::set_custom_viewport);
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ClassDB::bind_method(D_METHOD("get_custom_viewport"), &CanvasLayer::get_custom_viewport);
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ClassDB::bind_method(D_METHOD("get_canvas"), &CanvasLayer::get_canvas);
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ADD_GROUP("Layer", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_RANGE, "-128,128,1"), "set_layer", "get_layer");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
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ADD_GROUP("Transform", "");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation_degrees", PROPERTY_HINT_RANGE, "-1080,1080,0.1,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_rotation", "get_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scale", PROPERTY_HINT_LINK), "set_scale", "get_scale");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
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ADD_GROUP("", "");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport");
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ADD_GROUP("Follow Viewport", "follow_viewport");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_viewport_enable"), "set_follow_viewport", "is_following_viewport");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "follow_viewport_scale", PROPERTY_HINT_RANGE, "0.001,1000,0.001,or_greater,or_lesser"), "set_follow_viewport_scale", "get_follow_viewport_scale");
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ADD_SIGNAL(MethodInfo("visibility_changed"));
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}
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#ifdef TOOLS_ENABLED
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StringName CanvasLayer::get_property_store_alias(const StringName &p_property) const {
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if (p_property == "rotation_degrees") {
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return "rotation";
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} else {
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return Node::get_property_store_alias(p_property);
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}
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}
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#endif
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CanvasLayer::CanvasLayer() {
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vp = nullptr;
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scale = Vector2(1, 1);
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rot = 0;
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locrotscale_dirty = false;
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layer = 1;
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canvas = RID_PRIME(VS::get_singleton()->canvas_create());
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custom_viewport = nullptr;
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custom_viewport_id = 0;
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sort_index = 0;
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visible = true;
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follow_viewport = false;
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follow_viewport_scale = 1.0;
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_layer_order_in_tree = 0;
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}
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CanvasLayer::~CanvasLayer() {
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VS::get_singleton()->free(canvas);
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}
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