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- .. _doc_viewport_and_canvas_transforms:
- Viewport and canvas transforms
- ==============================
- Introduction
- ------------
- This is an overview of the 2D transforms going on for nodes from the
- moment they draw their content locally to the time they are drawn onto
- the screen. This overview discusses very low level details of the engine.
- The goal of this tutorial is to teach a way for feeding input events to the
- Input with a position in the correct coordinate system.
- A more extensive description of all coordinate systems and 2d transforms is
- available in :ref:`doc_2d_coordinate_systems`.
- Canvas transform
- ----------------
- As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every
- CanvasItem node (remember that Node2D and Control based nodes use
- CanvasItem as their common root) will reside in a *Canvas Layer*. Every
- canvas layer has a transform (translation, rotation, scale, etc.) that
- can be accessed as a :ref:`Transform2D <class_Transform2D>`.
- Also covered in the previous tutorial, nodes are drawn by default in Layer 0,
- in the built-in canvas. To put nodes in a different layer, a :ref:`CanvasLayer
- <class_CanvasLayer>` node can be used.
- Global canvas transform
- -----------------------
- Viewports also have a Global Canvas transform (also a
- :ref:`Transform2D <class_Transform2D>`). This is the master transform and
- affects all individual *Canvas Layer* transforms. Generally, this is primarily
- used in Godot's CanvasItem Editor.
- Stretch transform
- -----------------
- Finally, viewports have a *Stretch Transform*, which is used when
- resizing or stretching the screen. This transform is used internally (as
- described in :ref:`doc_multiple_resolutions`), but can also be manually set
- on each viewport.
- Input events are multiplied by this transform but lack the ones above. To
- convert InputEvent coordinates to local CanvasItem coordinates, the
- :ref:`CanvasItem.make_input_local() <class_CanvasItem_method_make_input_local>`
- function was added for convenience.
- Window transform
- ----------------
- The root viewport is a :ref:`Window <class_Window>`. In order to scale and
- position the *Window's* content as described in :ref:`doc_multiple_resolutions`,
- each :ref:`Window <class_Window>` contains a *window transform*. It is for
- example responsible for the black bars at the *Window's* sides so that the
- *Viewport* is displayed with a fixed aspect ratio.
- Transform order
- ---------------
- To convert a CanvasItem local coordinate to an actual screen coordinate,
- the following chain of transforms must be applied:
- .. image:: img/viewport_transforms3.webp
- Transform functions
- -------------------
- The above graphic shows some available transform functions. All transforms are directed from right
- to left, this means multiplying a transform with a coordinate results in a coordinate system
- further to the left, multiplying the :ref:`affine inverse <class_Transform2D_method_affine_inverse>`
- of a transform results in a coordinate system further to the right:
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Called from a CanvasItem.
- canvas_pos = get_global_transform() * local_pos
- local_pos = get_global_transform().affine_inverse() * canvas_pos
- .. code-tab:: csharp
- // Called from a CanvasItem.
- canvasPos = GetGlobalTransform() * localPos;
- localPos = GetGlobalTransform().AffineInverse() * canvasPos;
- Finally, then, to convert a CanvasItem local coordinates to screen coordinates, just multiply in
- the following order:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var screen_coord = get_viewport().get_screen_transform() * get_global_transform_with_canvas() * local_pos
- .. code-tab:: csharp
- var screenCoord = GetViewport().GetScreenTransform() * GetGlobalTransformWithCanvas() * localPos;
- Keep in mind, however, that it is generally not desired to work with screen coordinates. The
- recommended approach is to simply work in Canvas coordinates
- (``CanvasItem.get_global_transform()``), to allow automatic screen resolution resizing to work
- properly.
- Feeding custom input events
- ---------------------------
- It is often desired to feed custom input events to the game. With the above knowledge, to correctly
- do this in the focused window, it must be done the following way:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var local_pos = Vector2(10, 20) # Local to Control/Node2D.
- var ie = InputEventMouseButton.new()
- ie.button_index = MOUSE_BUTTON_LEFT
- ie.position = get_viewport().get_screen_transform() * get_global_transform_with_canvas() * local_pos
- Input.parse_input_event(ie)
- .. code-tab:: csharp
- var localPos = new Vector2(10,20); // Local to Control/Node2D.
- var ie = new InputEventMouseButton()
- {
- ButtonIndex = MouseButton.Left,
- Position = GetViewport().GetScreenTransform() * GetGlobalTransformWithCanvas() * localPos,
- };
- Input.ParseInputEvent(ie);
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