canvas_layer.cpp 14 KB

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  1. /**************************************************************************/
  2. /* canvas_layer.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 "canvas_layer.h"
  31. #include "scene/2d/canvas_item.h"
  32. #include "viewport.h"
  33. void CanvasLayer::set_layer(int p_xform) {
  34. layer = p_xform;
  35. if (viewport.is_valid()) {
  36. // For the sublayer, we will use the order in which the layer occurs in the scene tree
  37. // rather than just the child_id via get_position_in_parent().
  38. // We have 32 bits to play with for the sublayer (or more likely 31, as sublayer is signed)
  39. // (see Viewport::CanvasKey constructor in visual_server_viewport.h).
  40. VisualServer::get_singleton()->viewport_set_canvas_stacking(viewport, canvas, layer, _layer_order_in_tree);
  41. vp->_gui_set_root_order_dirty();
  42. }
  43. }
  44. int CanvasLayer::get_layer() const {
  45. return layer;
  46. }
  47. void CanvasLayer::set_visible(bool p_visible) {
  48. if (p_visible == visible) {
  49. return;
  50. }
  51. visible = p_visible;
  52. emit_signal("visibility_changed");
  53. // For CanvasItems that is explicitly top level or has non-CanvasItem parents.
  54. if (is_inside_tree()) {
  55. const String group = "root_canvas" + itos(canvas.get_id());
  56. get_tree()->call_group(group, "_toplevel_visibility_changed", p_visible);
  57. }
  58. }
  59. // Make sure layer orders are up to date whenever moving layers in the tree.
  60. void CanvasLayer::_update_layer_orders() {
  61. if (is_inside_tree() && get_tree()) {
  62. Node *root = get_tree()->get_root();
  63. if (root) {
  64. uint32_t layer_order_count = 0;
  65. _calculate_layer_orders_in_tree(root, layer_order_count);
  66. }
  67. }
  68. }
  69. // When rendering layers, if the layer id (set by user) and sublayer (child id) is the same
  70. // we need something else sensible which we can sort repeatably to determine which layers should render first,
  71. // so we will simply calculate the order that the layers occur throughout the scene tree.
  72. void CanvasLayer::_calculate_layer_orders_in_tree(Node *p_node, uint32_t &r_order) {
  73. CanvasLayer *layer = Object::cast_to<CanvasLayer>(p_node);
  74. if (layer) {
  75. layer->_layer_order_in_tree = r_order++;
  76. // Force an update of the layer order in the VisualServer
  77. set_layer(get_layer());
  78. }
  79. for (int n = 0; n < p_node->get_child_count(); n++) {
  80. _calculate_layer_orders_in_tree(p_node->get_child(n), r_order);
  81. }
  82. }
  83. void CanvasLayer::show() {
  84. set_visible(true);
  85. }
  86. void CanvasLayer::hide() {
  87. set_visible(false);
  88. }
  89. bool CanvasLayer::is_visible() const {
  90. return visible;
  91. }
  92. void CanvasLayer::set_transform(const Transform2D &p_xform) {
  93. transform = p_xform;
  94. locrotscale_dirty = true;
  95. if (viewport.is_valid()) {
  96. VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
  97. }
  98. }
  99. Transform2D CanvasLayer::get_transform() const {
  100. return transform;
  101. }
  102. Transform2D CanvasLayer::get_final_transform() const {
  103. if (is_following_viewport()) {
  104. Transform2D follow;
  105. follow.scale(Vector2(get_follow_viewport_scale(), get_follow_viewport_scale()));
  106. if (vp) {
  107. follow = vp->get_canvas_transform() * follow;
  108. }
  109. return follow * transform;
  110. }
  111. return transform;
  112. }
  113. void CanvasLayer::_update_xform() {
  114. transform.set_rotation_and_scale(rot, scale);
  115. transform.set_origin(ofs);
  116. if (viewport.is_valid()) {
  117. VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
  118. }
  119. }
  120. void CanvasLayer::_update_locrotscale() {
  121. ofs = transform.elements[2];
  122. rot = transform.get_rotation();
  123. scale = transform.get_scale();
  124. locrotscale_dirty = false;
  125. }
  126. void CanvasLayer::set_offset(const Vector2 &p_offset) {
  127. if (locrotscale_dirty) {
  128. _update_locrotscale();
  129. }
  130. ofs = p_offset;
  131. _update_xform();
  132. }
  133. Vector2 CanvasLayer::get_offset() const {
  134. if (locrotscale_dirty) {
  135. const_cast<CanvasLayer *>(this)->_update_locrotscale();
  136. }
  137. return ofs;
  138. }
  139. void CanvasLayer::set_rotation(real_t p_radians) {
  140. if (locrotscale_dirty) {
  141. _update_locrotscale();
  142. }
  143. rot = p_radians;
  144. _update_xform();
  145. }
  146. real_t CanvasLayer::get_rotation() const {
  147. if (locrotscale_dirty) {
  148. const_cast<CanvasLayer *>(this)->_update_locrotscale();
  149. }
  150. return rot;
  151. }
  152. void CanvasLayer::set_rotation_degrees(real_t p_degrees) {
  153. set_rotation(Math::deg2rad(p_degrees));
  154. }
  155. real_t CanvasLayer::get_rotation_degrees() const {
  156. return Math::rad2deg(get_rotation());
  157. }
  158. void CanvasLayer::set_scale(const Vector2 &p_scale) {
  159. if (locrotscale_dirty) {
  160. _update_locrotscale();
  161. }
  162. scale = p_scale;
  163. _update_xform();
  164. }
  165. Vector2 CanvasLayer::get_scale() const {
  166. if (locrotscale_dirty) {
  167. const_cast<CanvasLayer *>(this)->_update_locrotscale();
  168. }
  169. return scale;
  170. }
  171. void CanvasLayer::_notification(int p_what) {
  172. switch (p_what) {
  173. case NOTIFICATION_ENTER_TREE: {
  174. if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) {
  175. vp = custom_viewport;
  176. } else {
  177. vp = Node::get_viewport();
  178. }
  179. ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
  180. vp->_canvas_layer_add(this);
  181. viewport = vp->get_viewport_rid();
  182. VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
  183. VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
  184. _update_follow_viewport();
  185. _update_layer_orders();
  186. } break;
  187. case NOTIFICATION_EXIT_TREE: {
  188. ERR_FAIL_NULL_MSG(vp, "Viewport is not initialized.");
  189. _update_layer_orders();
  190. vp->_canvas_layer_remove(this);
  191. VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
  192. viewport = RID();
  193. _update_follow_viewport(false);
  194. } break;
  195. }
  196. }
  197. void CanvasLayer::update_draw_order() {
  198. // Note: As this step requires traversing the entire scene tree, it is thus expensive
  199. // to move the canvas layer multiple times. Take special care when deleting / moving
  200. // multiple nodes to prevent this happening multiple times.
  201. _update_layer_orders();
  202. }
  203. Size2 CanvasLayer::get_viewport_size() const {
  204. if (!is_inside_tree()) {
  205. return Size2(1, 1);
  206. }
  207. ERR_FAIL_NULL_V_MSG(vp, Size2(1, 1), "Viewport is not initialized.");
  208. Rect2 r = vp->get_visible_rect();
  209. return r.size;
  210. }
  211. RID CanvasLayer::get_viewport() const {
  212. return viewport;
  213. }
  214. void CanvasLayer::set_custom_viewport(Node *p_viewport) {
  215. ERR_FAIL_NULL_MSG(p_viewport, "Cannot set viewport to nullptr.");
  216. if (is_inside_tree()) {
  217. vp->_canvas_layer_remove(this);
  218. VisualServer::get_singleton()->viewport_remove_canvas(viewport, canvas);
  219. viewport = RID();
  220. }
  221. custom_viewport = Object::cast_to<Viewport>(p_viewport);
  222. if (custom_viewport) {
  223. custom_viewport_id = custom_viewport->get_instance_id();
  224. } else {
  225. custom_viewport_id = 0;
  226. }
  227. if (is_inside_tree()) {
  228. if (custom_viewport) {
  229. vp = custom_viewport;
  230. } else {
  231. vp = Node::get_viewport();
  232. }
  233. vp->_canvas_layer_add(this);
  234. viewport = vp->get_viewport_rid();
  235. VisualServer::get_singleton()->viewport_attach_canvas(viewport, canvas);
  236. VisualServer::get_singleton()->viewport_set_canvas_transform(viewport, canvas, transform);
  237. _update_layer_orders();
  238. }
  239. }
  240. Node *CanvasLayer::get_custom_viewport() const {
  241. return custom_viewport;
  242. }
  243. void CanvasLayer::reset_sort_index() {
  244. sort_index = 0;
  245. }
  246. int CanvasLayer::get_sort_index() {
  247. return sort_index++;
  248. }
  249. RID CanvasLayer::get_canvas() const {
  250. return canvas;
  251. }
  252. void CanvasLayer::set_follow_viewport(bool p_enable) {
  253. if (follow_viewport == p_enable) {
  254. return;
  255. }
  256. follow_viewport = p_enable;
  257. _update_follow_viewport();
  258. }
  259. bool CanvasLayer::is_following_viewport() const {
  260. return follow_viewport;
  261. }
  262. void CanvasLayer::set_follow_viewport_scale(float p_ratio) {
  263. follow_viewport_scale = p_ratio;
  264. _update_follow_viewport();
  265. }
  266. float CanvasLayer::get_follow_viewport_scale() const {
  267. return follow_viewport_scale;
  268. }
  269. void CanvasLayer::_update_follow_viewport(bool p_force_exit) {
  270. if (!is_inside_tree()) {
  271. return;
  272. }
  273. if (p_force_exit || !follow_viewport) {
  274. VS::get_singleton()->canvas_set_parent(canvas, RID(), 1.0);
  275. } else {
  276. VS::get_singleton()->canvas_set_parent(canvas, vp->get_world_2d()->get_canvas(), follow_viewport_scale);
  277. }
  278. }
  279. void CanvasLayer::_bind_methods() {
  280. ClassDB::bind_method(D_METHOD("set_layer", "layer"), &CanvasLayer::set_layer);
  281. ClassDB::bind_method(D_METHOD("get_layer"), &CanvasLayer::get_layer);
  282. ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasLayer::set_visible);
  283. ClassDB::bind_method(D_METHOD("is_visible"), &CanvasLayer::is_visible);
  284. ClassDB::bind_method(D_METHOD("show"), &CanvasLayer::show);
  285. ClassDB::bind_method(D_METHOD("hide"), &CanvasLayer::hide);
  286. ClassDB::bind_method(D_METHOD("set_transform", "transform"), &CanvasLayer::set_transform);
  287. ClassDB::bind_method(D_METHOD("get_transform"), &CanvasLayer::get_transform);
  288. ClassDB::bind_method(D_METHOD("get_final_transform"), &CanvasLayer::get_final_transform);
  289. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &CanvasLayer::set_offset);
  290. ClassDB::bind_method(D_METHOD("get_offset"), &CanvasLayer::get_offset);
  291. ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &CanvasLayer::set_rotation);
  292. ClassDB::bind_method(D_METHOD("get_rotation"), &CanvasLayer::get_rotation);
  293. ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &CanvasLayer::set_rotation_degrees);
  294. ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &CanvasLayer::get_rotation_degrees);
  295. ClassDB::bind_method(D_METHOD("set_scale", "scale"), &CanvasLayer::set_scale);
  296. ClassDB::bind_method(D_METHOD("get_scale"), &CanvasLayer::get_scale);
  297. ClassDB::bind_method(D_METHOD("set_follow_viewport", "enable"), &CanvasLayer::set_follow_viewport);
  298. ClassDB::bind_method(D_METHOD("is_following_viewport"), &CanvasLayer::is_following_viewport);
  299. ClassDB::bind_method(D_METHOD("set_follow_viewport_scale", "scale"), &CanvasLayer::set_follow_viewport_scale);
  300. ClassDB::bind_method(D_METHOD("get_follow_viewport_scale"), &CanvasLayer::get_follow_viewport_scale);
  301. ClassDB::bind_method(D_METHOD("set_custom_viewport", "viewport"), &CanvasLayer::set_custom_viewport);
  302. ClassDB::bind_method(D_METHOD("get_custom_viewport"), &CanvasLayer::get_custom_viewport);
  303. ClassDB::bind_method(D_METHOD("get_canvas"), &CanvasLayer::get_canvas);
  304. ADD_GROUP("Layer", "");
  305. ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_RANGE, "-128,128,1"), "set_layer", "get_layer");
  306. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
  307. ADD_GROUP("Transform", "");
  308. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  309. 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");
  310. ADD_PROPERTY(PropertyInfo(Variant::REAL, "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_rotation", "get_rotation");
  311. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "scale", PROPERTY_HINT_LINK), "set_scale", "get_scale");
  312. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
  313. ADD_GROUP("", "");
  314. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport");
  315. ADD_GROUP("Follow Viewport", "follow_viewport");
  316. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_viewport_enable"), "set_follow_viewport", "is_following_viewport");
  317. 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");
  318. ADD_SIGNAL(MethodInfo("visibility_changed"));
  319. }
  320. #ifdef TOOLS_ENABLED
  321. StringName CanvasLayer::get_property_store_alias(const StringName &p_property) const {
  322. if (p_property == "rotation_degrees") {
  323. return "rotation";
  324. } else {
  325. return Node::get_property_store_alias(p_property);
  326. }
  327. }
  328. #endif
  329. CanvasLayer::CanvasLayer() {
  330. vp = nullptr;
  331. scale = Vector2(1, 1);
  332. rot = 0;
  333. locrotscale_dirty = false;
  334. layer = 1;
  335. canvas = RID_PRIME(VS::get_singleton()->canvas_create());
  336. custom_viewport = nullptr;
  337. custom_viewport_id = 0;
  338. sort_index = 0;
  339. visible = true;
  340. follow_viewport = false;
  341. follow_viewport_scale = 1.0;
  342. _layer_order_in_tree = 0;
  343. }
  344. CanvasLayer::~CanvasLayer() {
  345. VS::get_singleton()->free(canvas);
  346. }