viewport.h 14 KB

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  1. /*************************************************************************/
  2. /* viewport.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef VIEWPORT_H
  31. #define VIEWPORT_H
  32. #include "core/math/transform_2d.h"
  33. #include "scene/main/node.h"
  34. #include "scene/resources/texture.h"
  35. #include "scene/resources/world_2d.h"
  36. #include "servers/visual_server.h"
  37. /**
  38. @author Juan Linietsky <reduzio@gmail.com>
  39. */
  40. class Camera;
  41. class Camera2D;
  42. class Listener;
  43. class Control;
  44. class CanvasItem;
  45. class CanvasLayer;
  46. class Panel;
  47. class Label;
  48. class Timer;
  49. class Viewport;
  50. class CollisionObject;
  51. class ViewportTexture : public Texture {
  52. GDCLASS(ViewportTexture, Texture);
  53. NodePath path;
  54. friend class Viewport;
  55. Viewport *vp;
  56. uint32_t flags;
  57. RID proxy;
  58. protected:
  59. static void _bind_methods();
  60. public:
  61. void set_viewport_path_in_scene(const NodePath &p_path);
  62. NodePath get_viewport_path_in_scene() const;
  63. virtual void setup_local_to_scene();
  64. virtual int get_width() const;
  65. virtual int get_height() const;
  66. virtual Size2 get_size() const;
  67. virtual RID get_rid() const;
  68. virtual bool has_alpha() const;
  69. virtual void set_flags(uint32_t p_flags);
  70. virtual uint32_t get_flags() const;
  71. virtual Ref<Image> get_data() const;
  72. ViewportTexture();
  73. ~ViewportTexture();
  74. };
  75. class Viewport : public Node {
  76. GDCLASS(Viewport, Node);
  77. public:
  78. enum UpdateMode {
  79. UPDATE_DISABLED,
  80. UPDATE_ONCE, //then goes to disabled
  81. UPDATE_WHEN_VISIBLE, // default
  82. UPDATE_ALWAYS
  83. };
  84. enum ShadowAtlasQuadrantSubdiv {
  85. SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
  86. SHADOW_ATLAS_QUADRANT_SUBDIV_1,
  87. SHADOW_ATLAS_QUADRANT_SUBDIV_4,
  88. SHADOW_ATLAS_QUADRANT_SUBDIV_16,
  89. SHADOW_ATLAS_QUADRANT_SUBDIV_64,
  90. SHADOW_ATLAS_QUADRANT_SUBDIV_256,
  91. SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
  92. SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
  93. };
  94. enum MSAA {
  95. MSAA_DISABLED,
  96. MSAA_2X,
  97. MSAA_4X,
  98. MSAA_8X,
  99. MSAA_16X,
  100. };
  101. enum Usage {
  102. USAGE_2D,
  103. USAGE_2D_NO_SAMPLING,
  104. USAGE_3D,
  105. USAGE_3D_NO_EFFECTS,
  106. };
  107. enum RenderInfo {
  108. RENDER_INFO_OBJECTS_IN_FRAME,
  109. RENDER_INFO_VERTICES_IN_FRAME,
  110. RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
  111. RENDER_INFO_SHADER_CHANGES_IN_FRAME,
  112. RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
  113. RENDER_INFO_DRAW_CALLS_IN_FRAME,
  114. RENDER_INFO_MAX
  115. };
  116. enum DebugDraw {
  117. DEBUG_DRAW_DISABLED,
  118. DEBUG_DRAW_UNSHADED,
  119. DEBUG_DRAW_OVERDRAW,
  120. DEBUG_DRAW_WIREFRAME,
  121. };
  122. enum ClearMode {
  123. CLEAR_MODE_ALWAYS,
  124. CLEAR_MODE_NEVER,
  125. CLEAR_MODE_ONLY_NEXT_FRAME
  126. };
  127. private:
  128. friend class ViewportTexture;
  129. Viewport *parent;
  130. Listener *listener;
  131. Set<Listener *> listeners;
  132. bool arvr;
  133. Camera *camera;
  134. Set<Camera *> cameras;
  135. Set<CanvasLayer *> canvas_layers;
  136. RID viewport;
  137. RID current_canvas;
  138. bool audio_listener;
  139. RID internal_listener;
  140. bool audio_listener_2d;
  141. RID internal_listener_2d;
  142. Transform2D canvas_transform;
  143. Transform2D global_canvas_transform;
  144. Transform2D stretch_transform;
  145. Size2 size;
  146. Rect2 to_screen_rect;
  147. RID contact_2d_debug;
  148. RID contact_3d_debug_multimesh;
  149. RID contact_3d_debug_instance;
  150. bool size_override;
  151. bool size_override_stretch;
  152. Size2 size_override_size;
  153. Size2 size_override_margin;
  154. Rect2 last_vp_rect;
  155. bool transparent_bg;
  156. bool vflip;
  157. ClearMode clear_mode;
  158. bool filter;
  159. bool gen_mipmaps;
  160. bool snap_controls_to_pixels;
  161. bool physics_object_picking;
  162. List<Ref<InputEvent> > physics_picking_events;
  163. ObjectID physics_object_capture;
  164. ObjectID physics_object_over;
  165. Transform physics_last_object_transform;
  166. Transform physics_last_camera_transform;
  167. ObjectID physics_last_id;
  168. bool physics_has_last_mousepos;
  169. Vector2 physics_last_mousepos;
  170. struct {
  171. bool alt;
  172. bool control;
  173. bool shift;
  174. bool meta;
  175. int mouse_mask;
  176. } physics_last_mouse_state;
  177. 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);
  178. bool handle_input_locally;
  179. bool local_input_handled;
  180. void _test_new_mouseover(ObjectID new_collider);
  181. Map<ObjectID, uint64_t> physics_2d_mouseover;
  182. Ref<World2D> world_2d;
  183. Ref<World> world;
  184. Ref<World> own_world;
  185. StringName input_group;
  186. StringName gui_input_group;
  187. StringName unhandled_input_group;
  188. StringName unhandled_key_input_group;
  189. void _update_listener();
  190. void _update_listener_2d();
  191. void _propagate_enter_world(Node *p_node);
  192. void _propagate_exit_world(Node *p_node);
  193. void _propagate_viewport_notification(Node *p_node, int p_what);
  194. void _update_stretch_transform();
  195. void _update_global_transform();
  196. bool disable_3d;
  197. bool keep_3d_linear;
  198. UpdateMode update_mode;
  199. RID texture_rid;
  200. uint32_t texture_flags;
  201. DebugDraw debug_draw;
  202. Usage usage;
  203. int shadow_atlas_size;
  204. ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
  205. MSAA msaa;
  206. bool hdr;
  207. Ref<ViewportTexture> default_texture;
  208. Set<ViewportTexture *> viewport_textures;
  209. struct GUI {
  210. // info used when this is a window
  211. bool key_event_accepted;
  212. Control *mouse_focus;
  213. Control *last_mouse_focus;
  214. Control *mouse_click_grabber;
  215. int mouse_focus_mask;
  216. Control *key_focus;
  217. Control *mouse_over;
  218. Control *tooltip;
  219. Control *tooltip_popup;
  220. Label *tooltip_label;
  221. Point2 tooltip_pos;
  222. Point2 last_mouse_pos;
  223. Point2 drag_accum;
  224. bool drag_attempted;
  225. Variant drag_data;
  226. Control *drag_preview;
  227. float tooltip_timer;
  228. float tooltip_delay;
  229. List<Control *> modal_stack;
  230. Transform2D focus_inv_xform;
  231. bool subwindow_order_dirty;
  232. bool subwindow_visibility_dirty;
  233. List<Control *> subwindows; // visible subwindows
  234. List<Control *> all_known_subwindows;
  235. bool roots_order_dirty;
  236. List<Control *> roots;
  237. int canvas_sort_index; //for sorting items with canvas as root
  238. bool dragging;
  239. GUI();
  240. } gui;
  241. bool disable_input;
  242. void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
  243. void _gui_prepare_subwindows();
  244. void _gui_sort_subwindows();
  245. void _gui_sort_roots();
  246. void _gui_sort_modal_stack();
  247. Control *_gui_find_control(const Point2 &p_global);
  248. Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
  249. void _gui_input_event(Ref<InputEvent> p_event);
  250. void update_worlds();
  251. _FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
  252. void _vp_input(const Ref<InputEvent> &p_ev);
  253. void _vp_input_text(const String &p_text);
  254. void _vp_unhandled_input(const Ref<InputEvent> &p_ev);
  255. Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
  256. friend class Control;
  257. List<Control *>::Element *_gui_add_root_control(Control *p_control);
  258. List<Control *>::Element *_gui_add_subwindow_control(Control *p_control);
  259. void _gui_set_subwindow_order_dirty();
  260. void _gui_set_root_order_dirty();
  261. void _gui_remove_modal_control(List<Control *>::Element *MI);
  262. void _gui_remove_from_modal_stack(List<Control *>::Element *MI, ObjectID p_prev_focus_owner);
  263. void _gui_remove_root_control(List<Control *>::Element *RI);
  264. void _gui_remove_subwindow_control(List<Control *>::Element *SI);
  265. String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_which = NULL);
  266. void _gui_cancel_tooltip();
  267. void _gui_show_tooltip();
  268. void _gui_remove_control(Control *p_control);
  269. void _gui_hid_control(Control *p_control);
  270. void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
  271. void _gui_set_drag_preview(Control *p_base, Control *p_control);
  272. bool _gui_is_modal_on_top(const Control *p_control);
  273. List<Control *>::Element *_gui_show_modal(Control *p_control);
  274. void _gui_remove_focus();
  275. void _gui_unfocus_control(Control *p_control);
  276. bool _gui_control_has_focus(const Control *p_control);
  277. void _gui_control_grab_focus(Control *p_control);
  278. void _gui_grab_click_focus(Control *p_control);
  279. void _post_gui_grab_click_focus();
  280. void _gui_accept_event();
  281. Control *_gui_get_focus_owner();
  282. Vector2 _get_window_offset() const;
  283. bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
  284. friend class Listener;
  285. void _listener_transform_changed_notify();
  286. void _listener_set(Listener *p_listener);
  287. bool _listener_add(Listener *p_listener); //true if first
  288. void _listener_remove(Listener *p_listener);
  289. void _listener_make_next_current(Listener *p_exclude);
  290. friend class Camera;
  291. void _camera_transform_changed_notify();
  292. void _camera_set(Camera *p_camera);
  293. bool _camera_add(Camera *p_camera); //true if first
  294. void _camera_remove(Camera *p_camera);
  295. void _camera_make_next_current(Camera *p_exclude);
  296. friend class CanvasLayer;
  297. void _canvas_layer_add(CanvasLayer *p_canvas_layer);
  298. void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
  299. void _drop_mouse_focus();
  300. protected:
  301. void _notification(int p_what);
  302. static void _bind_methods();
  303. public:
  304. Listener *get_listener() const;
  305. Camera *get_camera() const;
  306. void set_use_arvr(bool p_use_arvr);
  307. bool use_arvr();
  308. void set_as_audio_listener(bool p_enable);
  309. bool is_audio_listener() const;
  310. void set_as_audio_listener_2d(bool p_enable);
  311. bool is_audio_listener_2d() const;
  312. void set_size(const Size2 &p_size);
  313. Size2 get_size() const;
  314. Rect2 get_visible_rect() const;
  315. RID get_viewport_rid() const;
  316. void set_world(const Ref<World> &p_world);
  317. void set_world_2d(const Ref<World2D> &p_world_2d);
  318. Ref<World> get_world() const;
  319. Ref<World> find_world() const;
  320. Ref<World2D> get_world_2d() const;
  321. Ref<World2D> find_world_2d() const;
  322. void set_canvas_transform(const Transform2D &p_transform);
  323. Transform2D get_canvas_transform() const;
  324. void set_global_canvas_transform(const Transform2D &p_transform);
  325. Transform2D get_global_canvas_transform() const;
  326. Transform2D get_final_transform() const;
  327. void set_transparent_background(bool p_enable);
  328. bool has_transparent_background() const;
  329. void set_size_override(bool p_enable, const Size2 &p_size = Size2(-1, -1), const Vector2 &p_margin = Vector2());
  330. Size2 get_size_override() const;
  331. bool is_size_override_enabled() const;
  332. void set_size_override_stretch(bool p_enable);
  333. bool is_size_override_stretch_enabled() const;
  334. void set_vflip(bool p_enable);
  335. bool get_vflip() const;
  336. void set_clear_mode(ClearMode p_mode);
  337. ClearMode get_clear_mode() const;
  338. void set_update_mode(UpdateMode p_mode);
  339. UpdateMode get_update_mode() const;
  340. Ref<ViewportTexture> get_texture() const;
  341. void set_shadow_atlas_size(int p_size);
  342. int get_shadow_atlas_size() const;
  343. void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
  344. ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
  345. void set_msaa(MSAA p_msaa);
  346. MSAA get_msaa() const;
  347. void set_hdr(bool p_hdr);
  348. bool get_hdr() const;
  349. Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
  350. Vector2 get_camera_rect_size() const;
  351. void set_use_own_world(bool p_world);
  352. bool is_using_own_world() const;
  353. void input(const Ref<InputEvent> &p_event);
  354. void unhandled_input(const Ref<InputEvent> &p_event);
  355. void set_disable_input(bool p_disable);
  356. bool is_input_disabled() const;
  357. void set_disable_3d(bool p_disable);
  358. bool is_3d_disabled() const;
  359. void set_keep_3d_linear(bool p_keep_3d_linear);
  360. bool get_keep_3d_linear() const;
  361. void set_attach_to_screen_rect(const Rect2 &p_rect);
  362. Rect2 get_attach_to_screen_rect() const;
  363. Vector2 get_mouse_position() const;
  364. void warp_mouse(const Vector2 &p_pos);
  365. void set_physics_object_picking(bool p_enable);
  366. bool get_physics_object_picking();
  367. bool gui_has_modal_stack() const;
  368. Variant gui_get_drag_data() const;
  369. Control *get_modal_stack_top() const;
  370. void gui_reset_canvas_sort_index();
  371. int gui_get_canvas_sort_index();
  372. virtual String get_configuration_warning() const;
  373. void set_usage(Usage p_usage);
  374. Usage get_usage() const;
  375. void set_debug_draw(DebugDraw p_debug_draw);
  376. DebugDraw get_debug_draw() const;
  377. int get_render_info(RenderInfo p_info);
  378. void set_snap_controls_to_pixels(bool p_enable);
  379. bool is_snap_controls_to_pixels_enabled() const;
  380. void _subwindow_visibility_changed();
  381. void set_input_as_handled();
  382. bool is_input_handled() const;
  383. void set_handle_input_locally(bool p_enable);
  384. bool is_handling_input_locally() const;
  385. bool gui_is_dragging() const;
  386. Viewport();
  387. ~Viewport();
  388. };
  389. VARIANT_ENUM_CAST(Viewport::UpdateMode);
  390. VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
  391. VARIANT_ENUM_CAST(Viewport::MSAA);
  392. VARIANT_ENUM_CAST(Viewport::Usage);
  393. VARIANT_ENUM_CAST(Viewport::DebugDraw);
  394. VARIANT_ENUM_CAST(Viewport::ClearMode);
  395. VARIANT_ENUM_CAST(Viewport::RenderInfo);
  396. #endif