godot/scene/2d/visible_on_screen_notifier_2d.h
reduz ab2456b740 Rename VisibilityNotifierXD to VisibleOnScreenNotifierXD
* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
2021-06-16 22:01:39 -03:00

106 lines
3.7 KiB
C++

/*************************************************************************/
/* visible_on_screen_notifier_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISIBLE_ON_SCREEN_NOTIFIER_2D_H
#define VISIBLE_ON_SCREEN_NOTIFIER_2D_H
#include "scene/2d/node_2d.h"
class Viewport;
class VisibleOnScreenNotifier2D : public Node2D {
GDCLASS(VisibleOnScreenNotifier2D, Node2D);
Set<Viewport *> viewports;
Rect2 rect;
private:
bool on_screen = false;
void _visibility_enter();
void _visibility_exit();
protected:
virtual void _screen_enter() {}
virtual void _screen_exit() {}
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const override;
virtual bool _edit_use_rect() const override;
#endif
void set_rect(const Rect2 &p_rect);
Rect2 get_rect() const;
bool is_on_screen() const;
VisibleOnScreenNotifier2D();
};
class VisibleOnScreenEnabler2D : public VisibleOnScreenNotifier2D {
GDCLASS(VisibleOnScreenEnabler2D, VisibleOnScreenNotifier2D);
public:
enum EnableMode {
ENABLE_MODE_INHERIT,
ENABLE_MODE_ALWAYS,
ENABLE_MODE_WHEN_PAUSED,
};
protected:
ObjectID node_id;
virtual void _screen_enter() override;
virtual void _screen_exit() override;
EnableMode enable_mode = ENABLE_MODE_INHERIT;
NodePath enable_node_path = NodePath("..");
void _notification(int p_what);
static void _bind_methods();
void _update_enable_mode(bool p_enable);
public:
void set_enable_mode(EnableMode p_mode);
EnableMode get_enable_mode();
void set_enable_node_path(NodePath p_path);
NodePath get_enable_node_path();
VisibleOnScreenEnabler2D();
};
VARIANT_ENUM_CAST(VisibleOnScreenEnabler2D::EnableMode);
#endif // VISIBILITY_NOTIFIER_2D_H