sprite_2d.cpp 14 KB

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  1. /**************************************************************************/
  2. /* sprite_2d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #include "sprite_2d.h"
  31. #include "scene/main/window.h"
  32. #ifdef TOOLS_ENABLED
  33. Dictionary Sprite2D::_edit_get_state() const {
  34. Dictionary state = Node2D::_edit_get_state();
  35. state["offset"] = offset;
  36. return state;
  37. }
  38. void Sprite2D::_edit_set_state(const Dictionary &p_state) {
  39. Node2D::_edit_set_state(p_state);
  40. set_offset(p_state["offset"]);
  41. }
  42. void Sprite2D::_edit_set_pivot(const Point2 &p_pivot) {
  43. set_offset(get_offset() - p_pivot);
  44. set_position(get_transform().xform(p_pivot));
  45. }
  46. Point2 Sprite2D::_edit_get_pivot() const {
  47. return Vector2();
  48. }
  49. bool Sprite2D::_edit_use_pivot() const {
  50. return true;
  51. }
  52. #endif // TOOLS_ENABLED
  53. #ifdef DEBUG_ENABLED
  54. bool Sprite2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  55. return is_pixel_opaque(p_point);
  56. }
  57. Rect2 Sprite2D::_edit_get_rect() const {
  58. return get_rect();
  59. }
  60. bool Sprite2D::_edit_use_rect() const {
  61. return texture.is_valid();
  62. }
  63. #endif // DEBUG_ENABLED
  64. Rect2 Sprite2D::get_anchorable_rect() const {
  65. return get_rect();
  66. }
  67. void Sprite2D::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip_enabled) const {
  68. Rect2 base_rect;
  69. if (region_enabled) {
  70. r_filter_clip_enabled = region_filter_clip_enabled;
  71. base_rect = region_rect;
  72. } else {
  73. r_filter_clip_enabled = false;
  74. base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
  75. }
  76. Size2 frame_size = base_rect.size / Size2(hframes, vframes);
  77. Point2 frame_offset = Point2(frame % hframes, frame / hframes);
  78. frame_offset *= frame_size;
  79. r_src_rect.size = frame_size;
  80. r_src_rect.position = base_rect.position + frame_offset;
  81. Point2 dest_offset = offset;
  82. if (centered) {
  83. dest_offset -= frame_size / 2;
  84. }
  85. if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
  86. dest_offset = (dest_offset + Point2(0.5, 0.5)).floor();
  87. }
  88. r_dst_rect = Rect2(dest_offset, frame_size);
  89. if (hflip) {
  90. r_dst_rect.size.x = -r_dst_rect.size.x;
  91. }
  92. if (vflip) {
  93. r_dst_rect.size.y = -r_dst_rect.size.y;
  94. }
  95. }
  96. void Sprite2D::_notification(int p_what) {
  97. switch (p_what) {
  98. case NOTIFICATION_DRAW: {
  99. if (texture.is_null()) {
  100. return;
  101. }
  102. RID ci = get_canvas_item();
  103. Rect2 src_rect, dst_rect;
  104. bool filter_clip_enabled;
  105. _get_rects(src_rect, dst_rect, filter_clip_enabled);
  106. texture->draw_rect_region(ci, dst_rect, src_rect, Color(1, 1, 1), false, filter_clip_enabled);
  107. } break;
  108. }
  109. }
  110. void Sprite2D::set_texture(const Ref<Texture2D> &p_texture) {
  111. if (p_texture == texture) {
  112. return;
  113. }
  114. if (texture.is_valid()) {
  115. texture->disconnect_changed(callable_mp(this, &Sprite2D::_texture_changed));
  116. }
  117. texture = p_texture;
  118. if (texture.is_valid()) {
  119. texture->connect_changed(callable_mp(this, &Sprite2D::_texture_changed));
  120. }
  121. queue_redraw();
  122. emit_signal(SceneStringName(texture_changed));
  123. item_rect_changed();
  124. }
  125. Ref<Texture2D> Sprite2D::get_texture() const {
  126. return texture;
  127. }
  128. void Sprite2D::set_centered(bool p_center) {
  129. if (centered == p_center) {
  130. return;
  131. }
  132. centered = p_center;
  133. queue_redraw();
  134. item_rect_changed();
  135. }
  136. bool Sprite2D::is_centered() const {
  137. return centered;
  138. }
  139. void Sprite2D::set_offset(const Point2 &p_offset) {
  140. if (offset == p_offset) {
  141. return;
  142. }
  143. offset = p_offset;
  144. queue_redraw();
  145. item_rect_changed();
  146. }
  147. Point2 Sprite2D::get_offset() const {
  148. return offset;
  149. }
  150. void Sprite2D::set_flip_h(bool p_flip) {
  151. if (hflip == p_flip) {
  152. return;
  153. }
  154. hflip = p_flip;
  155. queue_redraw();
  156. }
  157. bool Sprite2D::is_flipped_h() const {
  158. return hflip;
  159. }
  160. void Sprite2D::set_flip_v(bool p_flip) {
  161. if (vflip == p_flip) {
  162. return;
  163. }
  164. vflip = p_flip;
  165. queue_redraw();
  166. }
  167. bool Sprite2D::is_flipped_v() const {
  168. return vflip;
  169. }
  170. void Sprite2D::set_region_enabled(bool p_region_enabled) {
  171. if (region_enabled == p_region_enabled) {
  172. return;
  173. }
  174. region_enabled = p_region_enabled;
  175. queue_redraw();
  176. notify_property_list_changed();
  177. }
  178. bool Sprite2D::is_region_enabled() const {
  179. return region_enabled;
  180. }
  181. void Sprite2D::set_region_rect(const Rect2 &p_region_rect) {
  182. if (region_rect == p_region_rect) {
  183. return;
  184. }
  185. region_rect = p_region_rect;
  186. if (region_enabled) {
  187. item_rect_changed();
  188. }
  189. }
  190. Rect2 Sprite2D::get_region_rect() const {
  191. return region_rect;
  192. }
  193. void Sprite2D::set_region_filter_clip_enabled(bool p_region_filter_clip_enabled) {
  194. if (region_filter_clip_enabled == p_region_filter_clip_enabled) {
  195. return;
  196. }
  197. region_filter_clip_enabled = p_region_filter_clip_enabled;
  198. queue_redraw();
  199. }
  200. bool Sprite2D::is_region_filter_clip_enabled() const {
  201. return region_filter_clip_enabled;
  202. }
  203. void Sprite2D::set_frame(int p_frame) {
  204. ERR_FAIL_INDEX(p_frame, vframes * hframes);
  205. if (frame == p_frame) {
  206. return;
  207. }
  208. frame = p_frame;
  209. item_rect_changed();
  210. emit_signal(SceneStringName(frame_changed));
  211. }
  212. int Sprite2D::get_frame() const {
  213. return frame;
  214. }
  215. void Sprite2D::set_frame_coords(const Vector2i &p_coord) {
  216. ERR_FAIL_INDEX(p_coord.x, hframes);
  217. ERR_FAIL_INDEX(p_coord.y, vframes);
  218. set_frame(p_coord.y * hframes + p_coord.x);
  219. }
  220. Vector2i Sprite2D::get_frame_coords() const {
  221. return Vector2i(frame % hframes, frame / hframes);
  222. }
  223. void Sprite2D::set_vframes(int p_amount) {
  224. ERR_FAIL_COND_MSG(p_amount < 1, "Amount of vframes cannot be smaller than 1.");
  225. if (vframes == p_amount) {
  226. return;
  227. }
  228. vframes = p_amount;
  229. if (frame >= vframes * hframes) {
  230. frame = 0;
  231. }
  232. queue_redraw();
  233. item_rect_changed();
  234. notify_property_list_changed();
  235. }
  236. int Sprite2D::get_vframes() const {
  237. return vframes;
  238. }
  239. void Sprite2D::set_hframes(int p_amount) {
  240. ERR_FAIL_COND_MSG(p_amount < 1, "Amount of hframes cannot be smaller than 1.");
  241. if (hframes == p_amount) {
  242. return;
  243. }
  244. if (vframes > 1) {
  245. // Adjust the frame to fit new sheet dimensions.
  246. int original_column = frame % hframes;
  247. if (original_column >= p_amount) {
  248. // Frame's column was dropped, reset.
  249. frame = 0;
  250. } else {
  251. int original_row = frame / hframes;
  252. frame = original_row * p_amount + original_column;
  253. }
  254. }
  255. hframes = p_amount;
  256. if (frame >= vframes * hframes) {
  257. frame = 0;
  258. }
  259. queue_redraw();
  260. item_rect_changed();
  261. notify_property_list_changed();
  262. }
  263. int Sprite2D::get_hframes() const {
  264. return hframes;
  265. }
  266. bool Sprite2D::is_pixel_opaque(const Point2 &p_point) const {
  267. if (texture.is_null()) {
  268. return false;
  269. }
  270. if (texture->get_size().width == 0 || texture->get_size().height == 0) {
  271. return false;
  272. }
  273. Rect2 src_rect, dst_rect;
  274. bool filter_clip_enabled;
  275. _get_rects(src_rect, dst_rect, filter_clip_enabled);
  276. dst_rect.size = dst_rect.size.abs();
  277. if (!dst_rect.has_point(p_point)) {
  278. return false;
  279. }
  280. Vector2 q = (p_point - dst_rect.position) / dst_rect.size;
  281. if (hflip) {
  282. q.x = 1.0f - q.x;
  283. }
  284. if (vflip) {
  285. q.y = 1.0f - q.y;
  286. }
  287. q = q * src_rect.size + src_rect.position;
  288. TextureRepeat repeat_mode = get_texture_repeat_in_tree();
  289. bool is_repeat = repeat_mode == TEXTURE_REPEAT_ENABLED || repeat_mode == TEXTURE_REPEAT_MIRROR;
  290. bool is_mirrored_repeat = repeat_mode == TEXTURE_REPEAT_MIRROR;
  291. if (is_repeat) {
  292. int mirror_x = 0;
  293. int mirror_y = 0;
  294. if (is_mirrored_repeat) {
  295. mirror_x = (int)(q.x / texture->get_size().width);
  296. mirror_y = (int)(q.y / texture->get_size().height);
  297. }
  298. q.x = Math::fmod(q.x, texture->get_size().width);
  299. q.y = Math::fmod(q.y, texture->get_size().height);
  300. if (mirror_x % 2 == 1) {
  301. q.x = texture->get_size().width - q.x - 1;
  302. }
  303. if (mirror_y % 2 == 1) {
  304. q.y = texture->get_size().height - q.y - 1;
  305. }
  306. } else {
  307. q = q.min(texture->get_size() - Vector2(1, 1));
  308. }
  309. return texture->is_pixel_opaque((int)q.x, (int)q.y);
  310. }
  311. Rect2 Sprite2D::get_rect() const {
  312. if (texture.is_null()) {
  313. return Rect2(0, 0, 1, 1);
  314. }
  315. Size2i s;
  316. if (region_enabled) {
  317. s = region_rect.size;
  318. } else {
  319. s = texture->get_size();
  320. }
  321. s = s / Point2(hframes, vframes);
  322. Point2 ofs = offset;
  323. if (centered) {
  324. ofs -= Size2(s) / 2;
  325. }
  326. if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
  327. ofs = (ofs + Point2(0.5, 0.5)).floor();
  328. }
  329. if (s == Size2(0, 0)) {
  330. s = Size2(1, 1);
  331. }
  332. return Rect2(ofs, s);
  333. }
  334. void Sprite2D::_validate_property(PropertyInfo &p_property) const {
  335. if (p_property.name == "frame") {
  336. p_property.hint = PROPERTY_HINT_RANGE;
  337. p_property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
  338. p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
  339. }
  340. if (p_property.name == "frame_coords") {
  341. p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
  342. }
  343. if (!region_enabled && (p_property.name == "region_rect" || p_property.name == "region_filter_clip")) {
  344. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  345. }
  346. }
  347. void Sprite2D::_texture_changed() {
  348. // Changes to the texture need to trigger an update to make
  349. // the editor redraw the sprite with the updated texture.
  350. if (texture.is_valid()) {
  351. queue_redraw();
  352. }
  353. }
  354. void Sprite2D::_bind_methods() {
  355. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite2D::set_texture);
  356. ClassDB::bind_method(D_METHOD("get_texture"), &Sprite2D::get_texture);
  357. ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Sprite2D::set_centered);
  358. ClassDB::bind_method(D_METHOD("is_centered"), &Sprite2D::is_centered);
  359. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Sprite2D::set_offset);
  360. ClassDB::bind_method(D_METHOD("get_offset"), &Sprite2D::get_offset);
  361. ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &Sprite2D::set_flip_h);
  362. ClassDB::bind_method(D_METHOD("is_flipped_h"), &Sprite2D::is_flipped_h);
  363. ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &Sprite2D::set_flip_v);
  364. ClassDB::bind_method(D_METHOD("is_flipped_v"), &Sprite2D::is_flipped_v);
  365. ClassDB::bind_method(D_METHOD("set_region_enabled", "enabled"), &Sprite2D::set_region_enabled);
  366. ClassDB::bind_method(D_METHOD("is_region_enabled"), &Sprite2D::is_region_enabled);
  367. ClassDB::bind_method(D_METHOD("is_pixel_opaque", "pos"), &Sprite2D::is_pixel_opaque);
  368. ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite2D::set_region_rect);
  369. ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite2D::get_region_rect);
  370. ClassDB::bind_method(D_METHOD("set_region_filter_clip_enabled", "enabled"), &Sprite2D::set_region_filter_clip_enabled);
  371. ClassDB::bind_method(D_METHOD("is_region_filter_clip_enabled"), &Sprite2D::is_region_filter_clip_enabled);
  372. ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite2D::set_frame);
  373. ClassDB::bind_method(D_METHOD("get_frame"), &Sprite2D::get_frame);
  374. ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite2D::set_frame_coords);
  375. ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite2D::get_frame_coords);
  376. ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite2D::set_vframes);
  377. ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite2D::get_vframes);
  378. ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite2D::set_hframes);
  379. ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite2D::get_hframes);
  380. ClassDB::bind_method(D_METHOD("get_rect"), &Sprite2D::get_rect);
  381. ADD_SIGNAL(MethodInfo("frame_changed"));
  382. ADD_SIGNAL(MethodInfo("texture_changed"));
  383. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  384. ADD_GROUP("Offset", "");
  385. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
  386. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
  387. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
  388. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
  389. ADD_GROUP("Animation", "");
  390. ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
  391. ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
  392. ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
  393. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");
  394. ADD_GROUP("Region", "region_");
  395. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region_enabled", "is_region_enabled");
  396. ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
  397. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_filter_clip_enabled"), "set_region_filter_clip_enabled", "is_region_filter_clip_enabled");
  398. }
  399. Sprite2D::Sprite2D() {
  400. }
  401. Sprite2D::~Sprite2D() {
  402. }