#ifndef WORLD_H #define WORLD_H #include "core/containers/vector.h" #include "core/object/reference.h" #include "node.h" class Camera; class World3D; class World2D; class World : public Node { GDCLASS(World, Node); public: Camera *get_camera() const; Ref get_world_2d() const; void set_world_2d(const Ref &p_world_2d); Ref get_world_3d() const; void set_world_3d(const Ref &p_world); bool is_using_own_world_3d() const; void set_use_own_world_3d(const bool p_use_own_world_3d); bool get_override_in_parent_viewport(); void set_override_in_parent_viewport(const bool value); //If a World has an override these are overridden Ref find_world_2d() const; Ref find_world_3d() const; Ref find_world_2d_no_override() const; Ref find_world_3d_no_override() const; World *get_override_world(); World *get_override_world_or_this(); void set_override_world(World *p_world); void set_override_world_bind(Node *p_world); // If a world has an override the override defers these to the overridden // As these are called by the child Nodes of the overriding world // Viewport root // -- World w1 // ---- PanelContainer pc // w1 is set as override for the root. // pc's CanvasItem will use the canvas in w1, and will likely call gui_reset_canvas_sort_index() in w1 at least some point. // What we want, is to defer this call to the root viewport, as that is the class that is able to deal with it. // This is what makes overrides transparent to nodes like the Camera, as they can just use the world that they are a child of // and overrides can be handled for them in the backgorund. virtual void gui_reset_canvas_sort_index(); virtual int gui_get_canvas_sort_index(); virtual void enable_canvas_transform_override(bool p_enable); virtual bool is_canvas_transform_override_enbled() const; virtual void set_canvas_transform_override(const Transform2D &p_transform); virtual Transform2D get_canvas_transform_override() const; virtual void set_canvas_transform(const Transform2D &p_transform); virtual Transform2D get_canvas_transform() const; virtual void set_global_canvas_transform(const Transform2D &p_transform); virtual Transform2D get_global_canvas_transform() const; virtual Transform2D get_final_transform() const; virtual Rect2 get_visible_rect() const; virtual RID get_viewport_rid() const; Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const; Vector2 get_camera_rect_size() const; void update_worlds(); void _world_3d_register_camera(Camera *p_camera); void _world_3d_remove_camera(Camera *p_camera); void _world_3d_register_camera_no_override(Camera *p_camera); void _world_3d_remove_camera_no_override(Camera *p_camera); void _world_3d_register_camera_as_override(Camera *p_camera); void _world_3d_remove_camera_as_override(Camera *p_camera); void _clear_override_cameras(); void _add_override_cameras(World *p_from); World(); ~World(); //friend class Camera; void _camera_transform_changed_notify(); virtual void _camera_set(Camera *p_camera); bool _camera_add(Camera *p_camera); //true if first void _camera_remove(Camera *p_camera); void _camera_make_next_current(Camera *p_exclude); virtual void _update_listener(); virtual void _update_listener_2d(); protected: virtual void _own_world_3d_changed(); virtual void _on_set_use_own_world_3d(bool p_use_own_world_3d); virtual void _on_set_world_3d(const Ref &p_old_world); virtual void _on_set_world_2d(const Ref &p_old_world_2d); virtual void _on_before_world_override_changed(); virtual void _on_after_world_override_changed(); void _propagate_enter_world(Node *p_node); void _propagate_exit_world(Node *p_node); void _notification(int p_what); static void _bind_methods(); Ref world_2d; Ref world_3d; Ref own_world_3d; World *_parent_world; bool _override_in_parent_viewport; World *_override_world; World *_overriding_world; Camera *camera; Set cameras; Camera *_own_active_camera; Vector _override_cameras; //override canvas layers vec remove /add on override set, and unset Size2 size; }; #endif