mirror of
https://github.com/Relintai/pandemonium_engine.git
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171 lines
6.4 KiB
C++
171 lines
6.4 KiB
C++
#ifndef WORLD_H
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#define WORLD_H
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/*************************************************************************/
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/* world.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/object/reference.h"
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#include "node.h"
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class Camera;
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class World3D;
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class World2D;
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class World : public Node {
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GDCLASS(World, Node);
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public:
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Camera *get_camera() const;
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Ref<World2D> get_world_2d() const;
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void set_world_2d(const Ref<World2D> &p_world_2d);
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Ref<World3D> get_world_3d() const;
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void set_world_3d(const Ref<World3D> &p_world);
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bool is_using_own_world_3d() const;
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void set_use_own_world_3d(const bool p_use_own_world_3d);
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bool get_override_in_parent_viewport();
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void set_override_in_parent_viewport(const bool value);
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//If a World has an override these are overridden
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Ref<World2D> find_world_2d() const;
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Ref<World3D> find_world_3d() const;
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Ref<World2D> find_world_2d_no_override() const;
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Ref<World3D> find_world_3d_no_override() const;
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World *get_override_world();
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World *get_override_world_or_this();
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void set_override_world(World *p_world);
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void set_override_world_bind(Node *p_world);
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// If a world has an override the override defers these to the overridden
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// As these are called by the child Nodes of the overriding world
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// Viewport root
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// -- World w1
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// ---- PanelContainer pc
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// w1 is set as override for the root.
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// pc's CanvasItem will use the canvas in w1, and will likely call gui_reset_canvas_sort_index() in w1 at least some point.
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// What we want, is to defer this call to the root viewport, as that is the class that is able to deal with it.
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// This is what makes overrides transparent to nodes like the Camera, as they can just use the world that they are a child of
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// and overrides can be handled for them in the background.
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virtual void gui_reset_canvas_sort_index();
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virtual int gui_get_canvas_sort_index();
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virtual void enable_canvas_transform_override(bool p_enable);
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virtual bool is_canvas_transform_override_enbled() const;
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virtual void set_canvas_transform_override(const Transform2D &p_transform);
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virtual Transform2D get_canvas_transform_override() const;
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virtual void set_canvas_transform(const Transform2D &p_transform);
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virtual Transform2D get_canvas_transform() const;
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virtual void set_global_canvas_transform(const Transform2D &p_transform);
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virtual Transform2D get_global_canvas_transform() const;
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virtual Transform2D get_final_transform() const;
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virtual Rect2 get_visible_rect() const;
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virtual RID get_viewport_rid() const;
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Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
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Vector2 get_camera_rect_size() const;
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void update_worlds();
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void _world_3d_register_camera(Camera *p_camera);
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void _world_3d_remove_camera(Camera *p_camera);
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void _world_3d_register_camera_no_override(Camera *p_camera);
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void _world_3d_remove_camera_no_override(Camera *p_camera);
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void _world_3d_register_camera_as_override(Camera *p_camera);
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void _world_3d_remove_camera_as_override(Camera *p_camera);
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void _clear_override_cameras();
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void _add_override_cameras(World *p_from);
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World();
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~World();
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//friend class Camera;
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void _camera_transform_changed_notify();
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virtual void _camera_set(Camera *p_camera);
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bool _camera_add(Camera *p_camera); //true if first
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void _camera_remove(Camera *p_camera);
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void _camera_make_next_current(Camera *p_exclude);
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virtual void _update_listener();
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virtual void _update_listener_2d();
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protected:
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virtual void _own_world_3d_changed();
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virtual void _on_set_use_own_world_3d(bool p_use_own_world_3d);
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virtual void _on_set_world_3d(const Ref<World3D> &p_old_world);
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virtual void _on_set_world_2d(const Ref<World2D> &p_old_world_2d);
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virtual void _on_before_world_override_changed();
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virtual void _on_after_world_override_changed();
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void _propagate_enter_world(Node *p_node);
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void _propagate_exit_world(Node *p_node);
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void _notification(int p_what);
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static void _bind_methods();
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Ref<World2D> world_2d;
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Ref<World3D> world_3d;
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Ref<World3D> own_world_3d;
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World *_parent_world;
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bool _override_in_parent_viewport;
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World *_override_world;
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World *_overriding_world;
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Camera *camera;
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RBSet<Camera *> cameras;
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Camera *_own_active_camera;
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Vector<Camera *> _override_cameras;
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//override canvas layers vec remove /add on override set, and unset
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Size2 size;
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};
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#endif
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