godot/scene/2d/canvas_item.cpp
Tom Coxon 9e9bac1549 Prevent shaders from generating code before the constructor finishes.
Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."

The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.

The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
2021-09-21 11:47:51 +01:00

1291 lines
47 KiB
C++

/*************************************************************************/
/* canvas_item.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "canvas_item.h"
#include "core/message_queue.h"
#include "core/method_bind_ext.gen.inc"
#include "core/os/input.h"
#include "core/version.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/viewport.h"
#include "scene/resources/font.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
#include "scene/scene_string_names.h"
#include "servers/visual/visual_server_raster.h"
#include "servers/visual_server.h"
Mutex CanvasItemMaterial::material_mutex;
SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
void CanvasItemMaterial::init_shaders() {
dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
shader_names = memnew(ShaderNames);
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
}
void CanvasItemMaterial::finish_shaders() {
memdelete(dirty_materials);
memdelete(shader_names);
dirty_materials = nullptr;
}
void CanvasItemMaterial::_update_shader() {
dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key) {
return; //no update required in the end
}
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
}
current_key = mk;
if (shader_map.has(mk)) {
VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
shader_map[mk].users++;
return;
}
//must create a shader!
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
String code = "// NOTE: Shader automatically converted from " VERSION_NAME " " VERSION_FULL_CONFIG "'s CanvasItemMaterial.\n\n";
code += "shader_type canvas_item;\nrender_mode ";
switch (blend_mode) {
case BLEND_MODE_MIX:
code += "blend_mix";
break;
case BLEND_MODE_ADD:
code += "blend_add";
break;
case BLEND_MODE_SUB:
code += "blend_sub";
break;
case BLEND_MODE_MUL:
code += "blend_mul";
break;
case BLEND_MODE_PREMULT_ALPHA:
code += "blend_premul_alpha";
break;
case BLEND_MODE_DISABLED:
code += "blend_disabled";
break;
}
switch (light_mode) {
case LIGHT_MODE_NORMAL:
break;
case LIGHT_MODE_UNSHADED:
code += ",unshaded";
break;
case LIGHT_MODE_LIGHT_ONLY:
code += ",light_only";
break;
}
code += ";\n";
if (particles_animation) {
code += "uniform int particles_anim_h_frames;\n";
code += "uniform int particles_anim_v_frames;\n";
code += "uniform bool particles_anim_loop;\n";
code += "void vertex() {\n";
code += "\tfloat h_frames = float(particles_anim_h_frames);\n";
code += "\tfloat v_frames = float(particles_anim_v_frames);\n";
code += "\tVERTEX.xy /= vec2(h_frames, v_frames);\n";
code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
code += "\tif (!particles_anim_loop) {\n";
code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
code += "\t} else {\n";
code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n";
code += "\t}";
code += "\tUV /= vec2(h_frames, v_frames);\n";
code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
code += "}\n";
}
ShaderData shader_data;
shader_data.shader = VS::get_singleton()->shader_create();
shader_data.users = 1;
VS::get_singleton()->shader_set_code(shader_data.shader, code);
shader_map[mk] = shader_data;
VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
}
void CanvasItemMaterial::flush_changes() {
material_mutex.lock();
while (dirty_materials->first()) {
dirty_materials->first()->self()->_update_shader();
}
material_mutex.unlock();
}
void CanvasItemMaterial::_queue_shader_change() {
material_mutex.lock();
if (is_initialized && !element.in_list()) {
dirty_materials->add(&element);
}
material_mutex.unlock();
}
bool CanvasItemMaterial::_is_shader_dirty() const {
bool dirty = false;
material_mutex.lock();
dirty = element.in_list();
material_mutex.unlock();
return dirty;
}
void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
blend_mode = p_blend_mode;
_queue_shader_change();
}
CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
return blend_mode;
}
void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
light_mode = p_light_mode;
_queue_shader_change();
}
CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
return light_mode;
}
void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
particles_animation = p_particles_anim;
_queue_shader_change();
_change_notify();
}
bool CanvasItemMaterial::get_particles_animation() const {
return particles_animation;
}
void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int CanvasItemMaterial::get_particles_anim_h_frames() const {
return particles_anim_h_frames;
}
void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int CanvasItemMaterial::get_particles_anim_v_frames() const {
return particles_anim_v_frames;
}
void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
particles_anim_loop = p_loop;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
}
bool CanvasItemMaterial::get_particles_anim_loop() const {
return particles_anim_loop;
}
void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("particles_anim_") && !particles_animation) {
property.usage = 0;
}
}
RID CanvasItemMaterial::get_shader_rid() const {
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
Shader::Mode CanvasItemMaterial::get_shader_mode() const {
return Shader::MODE_CANVAS_ITEM;
}
void CanvasItemMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,Premult Alpha"), "set_blend_mode", "get_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
}
CanvasItemMaterial::CanvasItemMaterial() :
element(this) {
blend_mode = BLEND_MODE_MIX;
light_mode = LIGHT_MODE_NORMAL;
particles_animation = false;
set_particles_anim_h_frames(1);
set_particles_anim_v_frames(1);
set_particles_anim_loop(false);
current_key.key = 0;
current_key.invalid_key = 1;
is_initialized = true;
_queue_shader_change();
}
CanvasItemMaterial::~CanvasItemMaterial() {
material_mutex.lock();
if (shader_map.has(current_key)) {
shader_map[current_key].users--;
if (shader_map[current_key].users == 0) {
//deallocate shader, as it's no longer in use
VS::get_singleton()->free(shader_map[current_key].shader);
shader_map.erase(current_key);
}
VS::get_singleton()->material_set_shader(_get_material(), RID());
}
material_mutex.unlock();
}
///////////////////////////////////////////////////////////////////
#ifdef TOOLS_ENABLED
bool CanvasItem::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
if (_edit_use_rect()) {
return _edit_get_rect().has_point(p_point);
} else {
return p_point.length() < p_tolerance;
}
}
Transform2D CanvasItem::_edit_get_transform() const {
return Transform2D(_edit_get_rotation(), _edit_get_position() + _edit_get_pivot());
}
#endif
bool CanvasItem::is_visible_in_tree() const {
if (!is_inside_tree()) {
return false;
}
const CanvasItem *p = this;
while (p) {
if (!p->visible) {
return false;
}
p = p->get_parent_item();
}
return true;
}
void CanvasItem::_propagate_visibility_changed(bool p_visible) {
if (p_visible && first_draw) { //avoid propagating it twice
first_draw = false;
}
notification(NOTIFICATION_VISIBILITY_CHANGED);
if (p_visible) {
update(); //todo optimize
} else {
emit_signal(SceneStringNames::get_singleton()->hide);
}
_block();
for (int i = 0; i < get_child_count(); i++) {
CanvasItem *c = Object::cast_to<CanvasItem>(get_child(i));
if (c && c->visible) { //should the toplevels stop propagation? i think so but..
c->_propagate_visibility_changed(p_visible);
}
}
_unblock();
}
void CanvasItem::show() {
if (visible) {
return;
}
visible = true;
VisualServer::get_singleton()->canvas_item_set_visible(canvas_item, true);
if (!is_inside_tree()) {
return;
}
_propagate_visibility_changed(true);
_change_notify("visible");
}
void CanvasItem::hide() {
if (!visible) {
return;
}
visible = false;
VisualServer::get_singleton()->canvas_item_set_visible(canvas_item, false);
if (!is_inside_tree()) {
return;
}
_propagate_visibility_changed(false);
_change_notify("visible");
}
CanvasItem *CanvasItem::current_item_drawn = nullptr;
CanvasItem *CanvasItem::get_current_item_drawn() {
return current_item_drawn;
}
void CanvasItem::_update_callback() {
if (!is_inside_tree()) {
pending_update = false;
return;
}
VisualServer::get_singleton()->canvas_item_clear(get_canvas_item());
//todo updating = true - only allow drawing here
if (is_visible_in_tree()) { //todo optimize this!!
if (first_draw) {
notification(NOTIFICATION_VISIBILITY_CHANGED);
first_draw = false;
}
drawing = true;
current_item_drawn = this;
notification(NOTIFICATION_DRAW);
emit_signal(SceneStringNames::get_singleton()->draw);
if (get_script_instance()) {
get_script_instance()->call_multilevel_reversed(SceneStringNames::get_singleton()->_draw, nullptr, 0);
}
current_item_drawn = nullptr;
drawing = false;
}
//todo updating = false
pending_update = false; // don't change to false until finished drawing (avoid recursive update)
}
Transform2D CanvasItem::get_global_transform_with_canvas() const {
if (canvas_layer) {
return canvas_layer->get_transform() * get_global_transform();
} else if (is_inside_tree()) {
return get_viewport()->get_canvas_transform() * get_global_transform();
} else {
return get_global_transform();
}
}
Transform2D CanvasItem::get_global_transform() const {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V(!is_inside_tree(), get_transform());
#endif
if (global_invalid) {
const CanvasItem *pi = get_parent_item();
if (pi) {
global_transform = pi->get_global_transform() * get_transform();
} else {
global_transform = get_transform();
}
global_invalid = false;
}
return global_transform;
}
void CanvasItem::_toplevel_raise_self() {
if (!is_inside_tree()) {
return;
}
if (canvas_layer) {
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, canvas_layer->get_sort_index());
} else {
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_viewport()->gui_get_canvas_sort_index());
}
}
void CanvasItem::_enter_canvas() {
if ((!Object::cast_to<CanvasItem>(get_parent())) || toplevel) {
Node *n = this;
canvas_layer = nullptr;
while (n) {
canvas_layer = Object::cast_to<CanvasLayer>(n);
if (canvas_layer) {
break;
}
if (Object::cast_to<Viewport>(n)) {
break;
}
n = n->get_parent();
}
RID canvas;
if (canvas_layer) {
canvas = canvas_layer->get_canvas();
} else {
canvas = get_viewport()->find_world_2d()->get_canvas();
}
VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, canvas);
group = "root_canvas" + itos(canvas.get_id());
add_to_group(group);
if (canvas_layer) {
canvas_layer->reset_sort_index();
} else {
get_viewport()->gui_reset_canvas_sort_index();
}
get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE, group, "_toplevel_raise_self");
} else {
CanvasItem *parent = get_parent_item();
canvas_layer = parent->canvas_layer;
VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, parent->get_canvas_item());
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
}
pending_update = false;
update();
notification(NOTIFICATION_ENTER_CANVAS);
}
void CanvasItem::_exit_canvas() {
notification(NOTIFICATION_EXIT_CANVAS, true); //reverse the notification
VisualServer::get_singleton()->canvas_item_set_parent(canvas_item, RID());
canvas_layer = nullptr;
group = "";
}
void CanvasItem::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
first_draw = true;
if (get_parent()) {
CanvasItem *ci = Object::cast_to<CanvasItem>(get_parent());
if (ci) {
C = ci->children_items.push_back(this);
}
}
_enter_canvas();
if (!block_transform_notify && !xform_change.in_list()) {
get_tree()->xform_change_list.add(&xform_change);
}
} break;
case NOTIFICATION_MOVED_IN_PARENT: {
if (!is_inside_tree()) {
break;
}
if (group != "") {
get_tree()->call_group_flags(SceneTree::GROUP_CALL_UNIQUE, group, "_toplevel_raise_self");
} else {
CanvasItem *p = get_parent_item();
ERR_FAIL_COND(!p);
VisualServer::get_singleton()->canvas_item_set_draw_index(canvas_item, get_index());
}
} break;
case NOTIFICATION_EXIT_TREE: {
if (xform_change.in_list()) {
get_tree()->xform_change_list.remove(&xform_change);
}
_exit_canvas();
if (C) {
Object::cast_to<CanvasItem>(get_parent())->children_items.erase(C);
C = nullptr;
}
global_invalid = true;
} break;
case NOTIFICATION_DRAW:
case NOTIFICATION_TRANSFORM_CHANGED: {
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
emit_signal(SceneStringNames::get_singleton()->visibility_changed);
} break;
}
}
void CanvasItem::set_visible(bool p_visible) {
if (p_visible) {
show();
} else {
hide();
}
}
bool CanvasItem::is_visible() const {
return visible;
}
void CanvasItem::update() {
if (!is_inside_tree()) {
return;
}
if (pending_update) {
return;
}
pending_update = true;
MessageQueue::get_singleton()->push_call(this, "_update_callback");
}
void CanvasItem::set_modulate(const Color &p_modulate) {
if (modulate == p_modulate) {
return;
}
modulate = p_modulate;
VisualServer::get_singleton()->canvas_item_set_modulate(canvas_item, modulate);
}
Color CanvasItem::get_modulate() const {
return modulate;
}
void CanvasItem::set_as_toplevel(bool p_toplevel) {
if (toplevel == p_toplevel) {
return;
}
if (!is_inside_tree()) {
toplevel = p_toplevel;
return;
}
_exit_canvas();
toplevel = p_toplevel;
_enter_canvas();
_notify_transform();
}
bool CanvasItem::is_set_as_toplevel() const {
return toplevel;
}
CanvasItem *CanvasItem::get_parent_item() const {
if (toplevel) {
return nullptr;
}
return Object::cast_to<CanvasItem>(get_parent());
}
void CanvasItem::set_self_modulate(const Color &p_self_modulate) {
if (self_modulate == p_self_modulate) {
return;
}
self_modulate = p_self_modulate;
VisualServer::get_singleton()->canvas_item_set_self_modulate(canvas_item, self_modulate);
}
Color CanvasItem::get_self_modulate() const {
return self_modulate;
}
void CanvasItem::set_light_mask(int p_light_mask) {
if (light_mask == p_light_mask) {
return;
}
light_mask = p_light_mask;
VS::get_singleton()->canvas_item_set_light_mask(canvas_item, p_light_mask);
}
int CanvasItem::get_light_mask() const {
return light_mask;
}
void CanvasItem::item_rect_changed(bool p_size_changed) {
if (p_size_changed) {
update();
}
emit_signal(SceneStringNames::get_singleton()->item_rect_changed);
}
void CanvasItem::draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_line(canvas_item, p_from, p_to, p_color, p_width, p_antialiased);
}
void CanvasItem::draw_polyline(const Vector<Point2> &p_points, const Color &p_color, float p_width, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
Vector<Color> colors;
colors.push_back(p_color);
VisualServer::get_singleton()->canvas_item_add_polyline(canvas_item, p_points, colors, p_width, p_antialiased);
}
void CanvasItem::draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_polyline(canvas_item, p_points, p_colors, p_width, p_antialiased);
}
void CanvasItem::draw_arc(const Vector2 &p_center, float p_radius, float p_start_angle, float p_end_angle, int p_point_count, const Color &p_color, float p_width, bool p_antialiased) {
Vector<Point2> points;
points.resize(p_point_count);
const float delta_angle = p_end_angle - p_start_angle;
for (int i = 0; i < p_point_count; i++) {
float theta = (i / (p_point_count - 1.0f)) * delta_angle + p_start_angle;
points.set(i, p_center + Vector2(Math::cos(theta), Math::sin(theta)) * p_radius);
}
draw_polyline(points, p_color, p_width, p_antialiased);
}
void CanvasItem::draw_multiline(const Vector<Point2> &p_points, const Color &p_color, float p_width, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
Vector<Color> colors;
colors.push_back(p_color);
VisualServer::get_singleton()->canvas_item_add_multiline(canvas_item, p_points, colors, p_width, p_antialiased);
}
void CanvasItem::draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_multiline(canvas_item, p_points, p_colors, p_width, p_antialiased);
}
void CanvasItem::draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled, float p_width, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
if (p_filled) {
if (p_width != 1.0) {
WARN_PRINT("The draw_rect() \"width\" argument has no effect when \"filled\" is \"true\".");
}
if (p_antialiased) {
WARN_PRINT("The draw_rect() \"antialiased\" argument has no effect when \"filled\" is \"true\".");
}
VisualServer::get_singleton()->canvas_item_add_rect(canvas_item, p_rect, p_color);
} else {
// Thick lines are offset depending on their width to avoid partial overlapping.
// Thin lines don't require an offset, so don't apply one in this case
float offset;
if (p_width >= 2) {
offset = p_width / 2.0;
} else {
offset = 0.0;
}
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(-offset, 0),
p_rect.position + Size2(p_rect.size.width + offset, 0),
p_color,
p_width,
p_antialiased);
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(p_rect.size.width, offset),
p_rect.position + Size2(p_rect.size.width, p_rect.size.height - offset),
p_color,
p_width,
p_antialiased);
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(p_rect.size.width + offset, p_rect.size.height),
p_rect.position + Size2(-offset, p_rect.size.height),
p_color,
p_width,
p_antialiased);
VisualServer::get_singleton()->canvas_item_add_line(
canvas_item,
p_rect.position + Size2(0, p_rect.size.height - offset),
p_rect.position + Size2(0, offset),
p_color,
p_width,
p_antialiased);
}
}
void CanvasItem::draw_circle(const Point2 &p_pos, float p_radius, const Color &p_color) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_circle(canvas_item, p_pos, p_radius, p_color);
}
void CanvasItem::draw_texture(const Ref<Texture> &p_texture, const Point2 &p_pos, const Color &p_modulate, const Ref<Texture> &p_normal_map) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND(p_texture.is_null());
p_texture->draw(canvas_item, p_pos, p_modulate, false, p_normal_map);
}
void CanvasItem::draw_texture_rect(const Ref<Texture> &p_texture, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND(p_texture.is_null());
p_texture->draw_rect(canvas_item, p_rect, p_tile, p_modulate, p_transpose, p_normal_map);
}
void CanvasItem::draw_texture_rect_region(const Ref<Texture> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND(p_texture.is_null());
p_texture->draw_rect_region(canvas_item, p_rect, p_src_rect, p_modulate, p_transpose, p_normal_map, p_clip_uv);
}
void CanvasItem::draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND(p_style_box.is_null());
p_style_box->draw(canvas_item, p_rect);
}
void CanvasItem::draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture> p_texture, float p_width, const Ref<Texture> &p_normal_map) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID rid_normal = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_primitive(canvas_item, p_points, p_colors, p_uvs, rid, p_width, rid_normal);
}
void CanvasItem::draw_set_transform(const Point2 &p_offset, float p_rot, const Size2 &p_scale) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
Transform2D xform(p_rot, p_offset);
xform.scale_basis(p_scale);
VisualServer::get_singleton()->canvas_item_add_set_transform(canvas_item, xform);
}
void CanvasItem::draw_set_transform_matrix(const Transform2D &p_matrix) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
VisualServer::get_singleton()->canvas_item_add_set_transform(canvas_item, p_matrix);
}
void CanvasItem::draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture> p_texture, const Ref<Texture> &p_normal_map, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID rid_normal = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, p_colors, p_uvs, rid, rid_normal, p_antialiased);
}
void CanvasItem::draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs, Ref<Texture> p_texture, const Ref<Texture> &p_normal_map, bool p_antialiased) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
Vector<Color> colors;
colors.push_back(p_color);
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID rid_normal = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, colors, p_uvs, rid, rid_normal, p_antialiased);
}
void CanvasItem::draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture> &p_texture, const Ref<Texture> &p_normal_map, const Transform2D &p_transform, const Color &p_modulate) {
ERR_FAIL_COND(p_mesh.is_null());
RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID normal_map_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_mesh(canvas_item, p_mesh->get_rid(), p_transform, p_modulate, texture_rid, normal_map_rid);
}
void CanvasItem::draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture> &p_texture, const Ref<Texture> &p_normal_map) {
ERR_FAIL_COND(p_multimesh.is_null());
RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RID normal_map_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
VisualServer::get_singleton()->canvas_item_add_multimesh(canvas_item, p_multimesh->get_rid(), texture_rid, normal_map_rid);
}
void CanvasItem::draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, const Color &p_modulate, int p_clip_w) {
ERR_FAIL_COND_MSG(!drawing, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND(p_font.is_null());
p_font->draw(canvas_item, p_pos, p_text, p_modulate, p_clip_w);
}
float CanvasItem::draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, const String &p_next, const Color &p_modulate) {
ERR_FAIL_COND_V_MSG(!drawing, 0, "Drawing is only allowed inside NOTIFICATION_DRAW, _draw() function or 'draw' signal.");
ERR_FAIL_COND_V(p_char.length() != 1, 0);
ERR_FAIL_COND_V(p_font.is_null(), 0);
if (p_font->has_outline()) {
p_font->draw_char(canvas_item, p_pos, p_char[0], p_next.c_str()[0], Color(1, 1, 1), true);
}
return p_font->draw_char(canvas_item, p_pos, p_char[0], p_next.c_str()[0], p_modulate);
}
void CanvasItem::_notify_transform(CanvasItem *p_node) {
/* This check exists to avoid re-propagating the transform
* notification down the tree on dirty nodes. It provides
* optimization by avoiding redundancy (nodes are dirty, will get the
* notification anyway).
*/
if (/*p_node->xform_change.in_list() &&*/ p_node->global_invalid) {
return; //nothing to do
}
p_node->global_invalid = true;
if (p_node->notify_transform && !p_node->xform_change.in_list()) {
if (!p_node->block_transform_notify) {
if (p_node->is_inside_tree()) {
get_tree()->xform_change_list.add(&p_node->xform_change);
}
}
}
for (List<CanvasItem *>::Element *E = p_node->children_items.front(); E; E = E->next()) {
CanvasItem *ci = E->get();
if (ci->toplevel) {
continue;
}
_notify_transform(ci);
}
}
Rect2 CanvasItem::get_viewport_rect() const {
ERR_FAIL_COND_V(!is_inside_tree(), Rect2());
return get_viewport()->get_visible_rect();
}
RID CanvasItem::get_canvas() const {
ERR_FAIL_COND_V(!is_inside_tree(), RID());
if (canvas_layer) {
return canvas_layer->get_canvas();
} else {
return get_viewport()->find_world_2d()->get_canvas();
}
}
ObjectID CanvasItem::get_canvas_layer_instance_id() const {
if (canvas_layer) {
return canvas_layer->get_instance_id();
} else {
return 0;
}
}
CanvasItem *CanvasItem::get_toplevel() const {
CanvasItem *ci = const_cast<CanvasItem *>(this);
while (!ci->toplevel && Object::cast_to<CanvasItem>(ci->get_parent())) {
ci = Object::cast_to<CanvasItem>(ci->get_parent());
}
return ci;
}
Ref<World2D> CanvasItem::get_world_2d() const {
ERR_FAIL_COND_V(!is_inside_tree(), Ref<World2D>());
CanvasItem *tl = get_toplevel();
if (tl->get_viewport()) {
return tl->get_viewport()->find_world_2d();
} else {
return Ref<World2D>();
}
}
RID CanvasItem::get_viewport_rid() const {
ERR_FAIL_COND_V(!is_inside_tree(), RID());
return get_viewport()->get_viewport_rid();
}
void CanvasItem::set_block_transform_notify(bool p_enable) {
block_transform_notify = p_enable;
}
bool CanvasItem::is_block_transform_notify_enabled() const {
return block_transform_notify;
}
void CanvasItem::set_draw_behind_parent(bool p_enable) {
if (behind == p_enable) {
return;
}
behind = p_enable;
VisualServer::get_singleton()->canvas_item_set_draw_behind_parent(canvas_item, behind);
}
bool CanvasItem::is_draw_behind_parent_enabled() const {
return behind;
}
void CanvasItem::set_material(const Ref<Material> &p_material) {
material = p_material;
RID rid;
if (material.is_valid()) {
rid = material->get_rid();
}
VS::get_singleton()->canvas_item_set_material(canvas_item, rid);
_change_notify(); //properties for material exposed
}
void CanvasItem::set_use_parent_material(bool p_use_parent_material) {
use_parent_material = p_use_parent_material;
VS::get_singleton()->canvas_item_set_use_parent_material(canvas_item, p_use_parent_material);
}
bool CanvasItem::get_use_parent_material() const {
return use_parent_material;
}
Ref<Material> CanvasItem::get_material() const {
return material;
}
Vector2 CanvasItem::make_canvas_position_local(const Vector2 &screen_point) const {
ERR_FAIL_COND_V(!is_inside_tree(), screen_point);
Transform2D local_matrix = (get_canvas_transform() * get_global_transform()).affine_inverse();
return local_matrix.xform(screen_point);
}
Ref<InputEvent> CanvasItem::make_input_local(const Ref<InputEvent> &p_event) const {
ERR_FAIL_COND_V(p_event.is_null(), p_event);
ERR_FAIL_COND_V(!is_inside_tree(), p_event);
return p_event->xformed_by((get_canvas_transform() * get_global_transform()).affine_inverse());
}
Vector2 CanvasItem::get_global_mouse_position() const {
ERR_FAIL_COND_V(!get_viewport(), Vector2());
return get_canvas_transform().affine_inverse().xform(get_viewport()->get_mouse_position());
}
Vector2 CanvasItem::get_local_mouse_position() const {
ERR_FAIL_COND_V(!get_viewport(), Vector2());
return get_global_transform().affine_inverse().xform(get_global_mouse_position());
}
void CanvasItem::force_update_transform() {
ERR_FAIL_COND(!is_inside_tree());
if (!xform_change.in_list()) {
return;
}
get_tree()->xform_change_list.remove(&xform_change);
notification(NOTIFICATION_TRANSFORM_CHANGED);
}
void CanvasItem::_bind_methods() {
ClassDB::bind_method(D_METHOD("_toplevel_raise_self"), &CanvasItem::_toplevel_raise_self);
ClassDB::bind_method(D_METHOD("_update_callback"), &CanvasItem::_update_callback);
#ifdef TOOLS_ENABLED
ClassDB::bind_method(D_METHOD("_edit_set_state", "state"), &CanvasItem::_edit_set_state);
ClassDB::bind_method(D_METHOD("_edit_get_state"), &CanvasItem::_edit_get_state);
ClassDB::bind_method(D_METHOD("_edit_set_position", "position"), &CanvasItem::_edit_set_position);
ClassDB::bind_method(D_METHOD("_edit_get_position"), &CanvasItem::_edit_get_position);
ClassDB::bind_method(D_METHOD("_edit_set_scale", "scale"), &CanvasItem::_edit_set_scale);
ClassDB::bind_method(D_METHOD("_edit_get_scale"), &CanvasItem::_edit_get_scale);
ClassDB::bind_method(D_METHOD("_edit_set_rect", "rect"), &CanvasItem::_edit_set_rect);
ClassDB::bind_method(D_METHOD("_edit_get_rect"), &CanvasItem::_edit_get_rect);
ClassDB::bind_method(D_METHOD("_edit_use_rect"), &CanvasItem::_edit_use_rect);
ClassDB::bind_method(D_METHOD("_edit_set_rotation", "degrees"), &CanvasItem::_edit_set_rotation);
ClassDB::bind_method(D_METHOD("_edit_get_rotation"), &CanvasItem::_edit_get_rotation);
ClassDB::bind_method(D_METHOD("_edit_use_rotation"), &CanvasItem::_edit_use_rotation);
ClassDB::bind_method(D_METHOD("_edit_set_pivot", "pivot"), &CanvasItem::_edit_set_pivot);
ClassDB::bind_method(D_METHOD("_edit_get_pivot"), &CanvasItem::_edit_get_pivot);
ClassDB::bind_method(D_METHOD("_edit_use_pivot"), &CanvasItem::_edit_use_pivot);
ClassDB::bind_method(D_METHOD("_edit_get_transform"), &CanvasItem::_edit_get_transform);
#endif
ClassDB::bind_method(D_METHOD("get_canvas_item"), &CanvasItem::get_canvas_item);
ClassDB::bind_method(D_METHOD("set_visible", "visible"), &CanvasItem::set_visible);
ClassDB::bind_method(D_METHOD("is_visible"), &CanvasItem::is_visible);
ClassDB::bind_method(D_METHOD("is_visible_in_tree"), &CanvasItem::is_visible_in_tree);
ClassDB::bind_method(D_METHOD("show"), &CanvasItem::show);
ClassDB::bind_method(D_METHOD("hide"), &CanvasItem::hide);
ClassDB::bind_method(D_METHOD("update"), &CanvasItem::update);
ClassDB::bind_method(D_METHOD("set_as_toplevel", "enable"), &CanvasItem::set_as_toplevel);
ClassDB::bind_method(D_METHOD("is_set_as_toplevel"), &CanvasItem::is_set_as_toplevel);
ClassDB::bind_method(D_METHOD("set_light_mask", "light_mask"), &CanvasItem::set_light_mask);
ClassDB::bind_method(D_METHOD("get_light_mask"), &CanvasItem::get_light_mask);
ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &CanvasItem::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &CanvasItem::get_modulate);
ClassDB::bind_method(D_METHOD("set_self_modulate", "self_modulate"), &CanvasItem::set_self_modulate);
ClassDB::bind_method(D_METHOD("get_self_modulate"), &CanvasItem::get_self_modulate);
ClassDB::bind_method(D_METHOD("set_draw_behind_parent", "enable"), &CanvasItem::set_draw_behind_parent);
ClassDB::bind_method(D_METHOD("is_draw_behind_parent_enabled"), &CanvasItem::is_draw_behind_parent_enabled);
ClassDB::bind_method(D_METHOD("_set_on_top", "on_top"), &CanvasItem::_set_on_top);
ClassDB::bind_method(D_METHOD("_is_on_top"), &CanvasItem::_is_on_top);
//ClassDB::bind_method(D_METHOD("get_transform"),&CanvasItem::get_transform);
ClassDB::bind_method(D_METHOD("draw_line", "from", "to", "color", "width", "antialiased"), &CanvasItem::draw_line, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_polyline", "points", "color", "width", "antialiased"), &CanvasItem::draw_polyline, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_polyline_colors", "points", "colors", "width", "antialiased"), &CanvasItem::draw_polyline_colors, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_arc", "center", "radius", "start_angle", "end_angle", "point_count", "color", "width", "antialiased"), &CanvasItem::draw_arc, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_multiline", "points", "color", "width", "antialiased"), &CanvasItem::draw_multiline, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_multiline_colors", "points", "colors", "width", "antialiased"), &CanvasItem::draw_multiline_colors, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_rect", "rect", "color", "filled", "width", "antialiased"), &CanvasItem::draw_rect, DEFVAL(true), DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_circle", "position", "radius", "color"), &CanvasItem::draw_circle);
ClassDB::bind_method(D_METHOD("draw_texture", "texture", "position", "modulate", "normal_map"), &CanvasItem::draw_texture, DEFVAL(Color(1, 1, 1, 1)), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("draw_texture_rect", "texture", "rect", "tile", "modulate", "transpose", "normal_map"), &CanvasItem::draw_texture_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("draw_texture_rect_region", "texture", "rect", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &CanvasItem::draw_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(true));
ClassDB::bind_method(D_METHOD("draw_style_box", "style_box", "rect"), &CanvasItem::draw_style_box);
ClassDB::bind_method(D_METHOD("draw_primitive", "points", "colors", "uvs", "texture", "width", "normal_map"), &CanvasItem::draw_primitive, DEFVAL(Variant()), DEFVAL(1.0), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("draw_polygon", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &CanvasItem::draw_polygon, DEFVAL(PoolVector2Array()), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_colored_polygon", "points", "color", "uvs", "texture", "normal_map", "antialiased"), &CanvasItem::draw_colored_polygon, DEFVAL(PoolVector2Array()), DEFVAL(Variant()), DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("draw_string", "font", "position", "text", "modulate", "clip_w"), &CanvasItem::draw_string, DEFVAL(Color(1, 1, 1)), DEFVAL(-1));
ClassDB::bind_method(D_METHOD("draw_char", "font", "position", "char", "next", "modulate"), &CanvasItem::draw_char, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_mesh", "mesh", "texture", "normal_map", "transform", "modulate"), &CanvasItem::draw_mesh, DEFVAL(Ref<Texture>()), DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_multimesh", "multimesh", "texture", "normal_map"), &CanvasItem::draw_multimesh, DEFVAL(Ref<Texture>()));
ClassDB::bind_method(D_METHOD("draw_set_transform", "position", "rotation", "scale"), &CanvasItem::draw_set_transform);
ClassDB::bind_method(D_METHOD("draw_set_transform_matrix", "xform"), &CanvasItem::draw_set_transform_matrix);
ClassDB::bind_method(D_METHOD("get_transform"), &CanvasItem::get_transform);
ClassDB::bind_method(D_METHOD("get_global_transform"), &CanvasItem::get_global_transform);
ClassDB::bind_method(D_METHOD("get_global_transform_with_canvas"), &CanvasItem::get_global_transform_with_canvas);
ClassDB::bind_method(D_METHOD("get_viewport_transform"), &CanvasItem::get_viewport_transform);
ClassDB::bind_method(D_METHOD("get_viewport_rect"), &CanvasItem::get_viewport_rect);
ClassDB::bind_method(D_METHOD("get_canvas_transform"), &CanvasItem::get_canvas_transform);
ClassDB::bind_method(D_METHOD("get_local_mouse_position"), &CanvasItem::get_local_mouse_position);
ClassDB::bind_method(D_METHOD("get_global_mouse_position"), &CanvasItem::get_global_mouse_position);
ClassDB::bind_method(D_METHOD("get_canvas"), &CanvasItem::get_canvas);
ClassDB::bind_method(D_METHOD("get_world_2d"), &CanvasItem::get_world_2d);
//ClassDB::bind_method(D_METHOD("get_viewport"),&CanvasItem::get_viewport);
ClassDB::bind_method(D_METHOD("set_material", "material"), &CanvasItem::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &CanvasItem::get_material);
ClassDB::bind_method(D_METHOD("set_use_parent_material", "enable"), &CanvasItem::set_use_parent_material);
ClassDB::bind_method(D_METHOD("get_use_parent_material"), &CanvasItem::get_use_parent_material);
ClassDB::bind_method(D_METHOD("set_notify_local_transform", "enable"), &CanvasItem::set_notify_local_transform);
ClassDB::bind_method(D_METHOD("is_local_transform_notification_enabled"), &CanvasItem::is_local_transform_notification_enabled);
ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &CanvasItem::set_notify_transform);
ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &CanvasItem::is_transform_notification_enabled);
ClassDB::bind_method(D_METHOD("force_update_transform"), &CanvasItem::force_update_transform);
ClassDB::bind_method(D_METHOD("make_canvas_position_local", "screen_point"), &CanvasItem::make_canvas_position_local);
ClassDB::bind_method(D_METHOD("make_input_local", "event"), &CanvasItem::make_input_local);
BIND_VMETHOD(MethodInfo("_draw"));
ADD_GROUP("Visibility", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "self_modulate"), "set_self_modulate", "get_self_modulate");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_behind_parent"), "set_draw_behind_parent", "is_draw_behind_parent_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_on_top", PROPERTY_HINT_NONE, "", 0), "_set_on_top", "_is_on_top"); //compatibility
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_light_mask", "get_light_mask");
ADD_GROUP("Material", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,CanvasItemMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_parent_material"), "set_use_parent_material", "get_use_parent_material");
//exporting these things doesn't really make much sense i think
// ADD_PROPERTY(PropertyInfo(Variant::BOOL, "toplevel", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_as_toplevel", "is_set_as_toplevel");
// ADD_PROPERTY(PropertyInfo(Variant::BOOL,"transform/notify"),"set_transform_notify","is_transform_notify_enabled");
ADD_SIGNAL(MethodInfo("draw"));
ADD_SIGNAL(MethodInfo("visibility_changed"));
ADD_SIGNAL(MethodInfo("hide"));
ADD_SIGNAL(MethodInfo("item_rect_changed"));
BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
BIND_ENUM_CONSTANT(BLEND_MODE_DISABLED);
BIND_CONSTANT(NOTIFICATION_TRANSFORM_CHANGED);
BIND_CONSTANT(NOTIFICATION_DRAW);
BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
BIND_CONSTANT(NOTIFICATION_ENTER_CANVAS);
BIND_CONSTANT(NOTIFICATION_EXIT_CANVAS);
}
Transform2D CanvasItem::get_canvas_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
if (canvas_layer) {
return canvas_layer->get_transform();
} else if (Object::cast_to<CanvasItem>(get_parent())) {
return Object::cast_to<CanvasItem>(get_parent())->get_canvas_transform();
} else {
return get_viewport()->get_canvas_transform();
}
}
Transform2D CanvasItem::get_viewport_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform2D());
if (canvas_layer) {
if (get_viewport()) {
return get_viewport()->get_final_transform() * canvas_layer->get_transform();
} else {
return canvas_layer->get_transform();
}
} else {
return get_viewport()->get_final_transform() * get_viewport()->get_canvas_transform();
}
}
void CanvasItem::set_notify_local_transform(bool p_enable) {
notify_local_transform = p_enable;
}
bool CanvasItem::is_local_transform_notification_enabled() const {
return notify_local_transform;
}
void CanvasItem::set_notify_transform(bool p_enable) {
if (notify_transform == p_enable) {
return;
}
notify_transform = p_enable;
if (notify_transform && is_inside_tree()) {
//this ensures that invalid globals get resolved, so notifications can be received
get_global_transform();
}
}
bool CanvasItem::is_transform_notification_enabled() const {
return notify_transform;
}
int CanvasItem::get_canvas_layer() const {
if (canvas_layer) {
return canvas_layer->get_layer();
} else {
return 0;
}
}
CanvasItem::CanvasItem() :
xform_change(this) {
canvas_item = VisualServer::get_singleton()->canvas_item_create();
visible = true;
pending_update = false;
modulate = Color(1, 1, 1, 1);
self_modulate = Color(1, 1, 1, 1);
toplevel = false;
first_draw = false;
drawing = false;
behind = false;
block_transform_notify = false;
//viewport=NULL;
canvas_layer = nullptr;
use_parent_material = false;
global_invalid = true;
notify_local_transform = false;
notify_transform = false;
light_mask = 1;
C = nullptr;
}
CanvasItem::~CanvasItem() {
VisualServer::get_singleton()->free(canvas_item);
}