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sprite_2d.cpp 14 KB

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  1. /**************************************************************************/
  2. /* sprite_2d.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 "sprite_2d.h"
  31. #include "core/core_string_names.h"
  32. #include "scene/main/window.h"
  33. #include "scene/scene_string_names.h"
  34. #ifdef TOOLS_ENABLED
  35. Dictionary Sprite2D::_edit_get_state() const {
  36. Dictionary state = Node2D::_edit_get_state();
  37. state["offset"] = offset;
  38. return state;
  39. }
  40. void Sprite2D::_edit_set_state(const Dictionary &p_state) {
  41. Node2D::_edit_set_state(p_state);
  42. set_offset(p_state["offset"]);
  43. }
  44. void Sprite2D::_edit_set_pivot(const Point2 &p_pivot) {
  45. set_offset(get_offset() - p_pivot);
  46. set_position(get_transform().xform(p_pivot));
  47. }
  48. Point2 Sprite2D::_edit_get_pivot() const {
  49. return Vector2();
  50. }
  51. bool Sprite2D::_edit_use_pivot() const {
  52. return true;
  53. }
  54. bool Sprite2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  55. return is_pixel_opaque(p_point);
  56. }
  57. Rect2 Sprite2D::_edit_get_rect() const {
  58. return get_rect();
  59. }
  60. bool Sprite2D::_edit_use_rect() const {
  61. return texture.is_valid();
  62. }
  63. #endif
  64. Rect2 Sprite2D::get_anchorable_rect() const {
  65. return get_rect();
  66. }
  67. void Sprite2D::_get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip_enabled) const {
  68. Rect2 base_rect;
  69. if (region_enabled) {
  70. r_filter_clip_enabled = region_filter_clip_enabled;
  71. base_rect = region_rect;
  72. } else {
  73. r_filter_clip_enabled = false;
  74. base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
  75. }
  76. Size2 frame_size = base_rect.size / Size2(hframes, vframes);
  77. Point2 frame_offset = Point2(frame % hframes, frame / hframes);
  78. frame_offset *= frame_size;
  79. r_src_rect.size = frame_size;
  80. r_src_rect.position = base_rect.position + frame_offset;
  81. Point2 dest_offset = offset;
  82. if (centered) {
  83. dest_offset -= frame_size / 2;
  84. }
  85. if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
  86. dest_offset = dest_offset.floor();
  87. }
  88. r_dst_rect = Rect2(dest_offset, frame_size);
  89. if (hflip) {
  90. r_dst_rect.size.x = -r_dst_rect.size.x;
  91. }
  92. if (vflip) {
  93. r_dst_rect.size.y = -r_dst_rect.size.y;
  94. }
  95. }
  96. void Sprite2D::_notification(int p_what) {
  97. switch (p_what) {
  98. case NOTIFICATION_DRAW: {
  99. if (texture.is_null()) {
  100. return;
  101. }
  102. RID ci = get_canvas_item();
  103. Rect2 src_rect, dst_rect;
  104. bool filter_clip_enabled;
  105. _get_rects(src_rect, dst_rect, filter_clip_enabled);
  106. texture->draw_rect_region(ci, dst_rect, src_rect, Color(1, 1, 1), false, filter_clip_enabled);
  107. } break;
  108. }
  109. }
  110. void Sprite2D::set_texture(const Ref<Texture2D> &p_texture) {
  111. if (p_texture == texture) {
  112. return;
  113. }
  114. if (texture.is_valid()) {
  115. texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite2D::_texture_changed));
  116. }
  117. texture = p_texture;
  118. if (texture.is_valid()) {
  119. texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Sprite2D::_texture_changed));
  120. }
  121. queue_redraw();
  122. emit_signal(SceneStringNames::get_singleton()->texture_changed);
  123. item_rect_changed();
  124. }
  125. Ref<Texture2D> Sprite2D::get_texture() const {
  126. return texture;
  127. }
  128. void Sprite2D::set_centered(bool p_center) {
  129. centered = p_center;
  130. queue_redraw();
  131. item_rect_changed();
  132. }
  133. bool Sprite2D::is_centered() const {
  134. return centered;
  135. }
  136. void Sprite2D::set_offset(const Point2 &p_offset) {
  137. offset = p_offset;
  138. queue_redraw();
  139. item_rect_changed();
  140. }
  141. Point2 Sprite2D::get_offset() const {
  142. return offset;
  143. }
  144. void Sprite2D::set_flip_h(bool p_flip) {
  145. hflip = p_flip;
  146. queue_redraw();
  147. }
  148. bool Sprite2D::is_flipped_h() const {
  149. return hflip;
  150. }
  151. void Sprite2D::set_flip_v(bool p_flip) {
  152. vflip = p_flip;
  153. queue_redraw();
  154. }
  155. bool Sprite2D::is_flipped_v() const {
  156. return vflip;
  157. }
  158. void Sprite2D::set_region_enabled(bool p_region_enabled) {
  159. if (p_region_enabled == region_enabled) {
  160. return;
  161. }
  162. region_enabled = p_region_enabled;
  163. queue_redraw();
  164. notify_property_list_changed();
  165. }
  166. bool Sprite2D::is_region_enabled() const {
  167. return region_enabled;
  168. }
  169. void Sprite2D::set_region_rect(const Rect2 &p_region_rect) {
  170. if (region_rect == p_region_rect) {
  171. return;
  172. }
  173. region_rect = p_region_rect;
  174. if (region_enabled) {
  175. item_rect_changed();
  176. }
  177. }
  178. Rect2 Sprite2D::get_region_rect() const {
  179. return region_rect;
  180. }
  181. void Sprite2D::set_region_filter_clip_enabled(bool p_region_filter_clip_enabled) {
  182. region_filter_clip_enabled = p_region_filter_clip_enabled;
  183. queue_redraw();
  184. }
  185. bool Sprite2D::is_region_filter_clip_enabled() const {
  186. return region_filter_clip_enabled;
  187. }
  188. void Sprite2D::set_frame(int p_frame) {
  189. ERR_FAIL_INDEX(p_frame, vframes * hframes);
  190. if (frame != p_frame) {
  191. item_rect_changed();
  192. }
  193. frame = p_frame;
  194. emit_signal(SceneStringNames::get_singleton()->frame_changed);
  195. }
  196. int Sprite2D::get_frame() const {
  197. return frame;
  198. }
  199. void Sprite2D::set_frame_coords(const Vector2i &p_coord) {
  200. ERR_FAIL_INDEX(p_coord.x, hframes);
  201. ERR_FAIL_INDEX(p_coord.y, vframes);
  202. set_frame(p_coord.y * hframes + p_coord.x);
  203. }
  204. Vector2i Sprite2D::get_frame_coords() const {
  205. return Vector2i(frame % hframes, frame / hframes);
  206. }
  207. void Sprite2D::set_vframes(int p_amount) {
  208. ERR_FAIL_COND_MSG(p_amount < 1, "Amount of vframes cannot be smaller than 1.");
  209. vframes = p_amount;
  210. queue_redraw();
  211. item_rect_changed();
  212. notify_property_list_changed();
  213. }
  214. int Sprite2D::get_vframes() const {
  215. return vframes;
  216. }
  217. void Sprite2D::set_hframes(int p_amount) {
  218. ERR_FAIL_COND_MSG(p_amount < 1, "Amount of hframes cannot be smaller than 1.");
  219. hframes = p_amount;
  220. queue_redraw();
  221. item_rect_changed();
  222. notify_property_list_changed();
  223. }
  224. int Sprite2D::get_hframes() const {
  225. return hframes;
  226. }
  227. bool Sprite2D::is_pixel_opaque(const Point2 &p_point) const {
  228. if (texture.is_null()) {
  229. return false;
  230. }
  231. if (texture->get_size().width == 0 || texture->get_size().height == 0) {
  232. return false;
  233. }
  234. Rect2 src_rect, dst_rect;
  235. bool filter_clip_enabled;
  236. _get_rects(src_rect, dst_rect, filter_clip_enabled);
  237. dst_rect.size = dst_rect.size.abs();
  238. if (!dst_rect.has_point(p_point)) {
  239. return false;
  240. }
  241. Vector2 q = (p_point - dst_rect.position) / dst_rect.size;
  242. if (hflip) {
  243. q.x = 1.0f - q.x;
  244. }
  245. if (vflip) {
  246. q.y = 1.0f - q.y;
  247. }
  248. q = q * src_rect.size + src_rect.position;
  249. // TODO: This need to be obtained from CanvasItem new repeat mode (but it needs to guess it from hierarchy, need to add a function for that).
  250. bool is_repeat = false;
  251. bool is_mirrored_repeat = false;
  252. if (is_repeat) {
  253. int mirror_x = 0;
  254. int mirror_y = 0;
  255. if (is_mirrored_repeat) {
  256. mirror_x = (int)(q.x / texture->get_size().width);
  257. mirror_y = (int)(q.y / texture->get_size().height);
  258. }
  259. q.x = Math::fmod(q.x, texture->get_size().width);
  260. q.y = Math::fmod(q.y, texture->get_size().height);
  261. if (mirror_x % 2 == 1) {
  262. q.x = texture->get_size().width - q.x - 1;
  263. }
  264. if (mirror_y % 2 == 1) {
  265. q.y = texture->get_size().height - q.y - 1;
  266. }
  267. } else {
  268. q.x = MIN(q.x, texture->get_size().width - 1);
  269. q.y = MIN(q.y, texture->get_size().height - 1);
  270. }
  271. return texture->is_pixel_opaque((int)q.x, (int)q.y);
  272. }
  273. Rect2 Sprite2D::get_rect() const {
  274. if (texture.is_null()) {
  275. return Rect2(0, 0, 1, 1);
  276. }
  277. Size2i s;
  278. if (region_enabled) {
  279. s = region_rect.size;
  280. } else {
  281. s = texture->get_size();
  282. }
  283. s = s / Point2(hframes, vframes);
  284. Point2 ofs = offset;
  285. if (centered) {
  286. ofs -= Size2(s) / 2;
  287. }
  288. if (get_viewport() && get_viewport()->is_snap_2d_transforms_to_pixel_enabled()) {
  289. ofs = ofs.floor();
  290. }
  291. if (s == Size2(0, 0)) {
  292. s = Size2(1, 1);
  293. }
  294. return Rect2(ofs, s);
  295. }
  296. void Sprite2D::_validate_property(PropertyInfo &p_property) const {
  297. if (p_property.name == "frame") {
  298. p_property.hint = PROPERTY_HINT_RANGE;
  299. p_property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
  300. p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
  301. }
  302. if (p_property.name == "frame_coords") {
  303. p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
  304. }
  305. if (!region_enabled && (p_property.name == "region_rect" || p_property.name == "region_filter_clip")) {
  306. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  307. }
  308. }
  309. void Sprite2D::_texture_changed() {
  310. // Changes to the texture need to trigger an update to make
  311. // the editor redraw the sprite with the updated texture.
  312. if (texture.is_valid()) {
  313. queue_redraw();
  314. }
  315. }
  316. void Sprite2D::_bind_methods() {
  317. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite2D::set_texture);
  318. ClassDB::bind_method(D_METHOD("get_texture"), &Sprite2D::get_texture);
  319. ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Sprite2D::set_centered);
  320. ClassDB::bind_method(D_METHOD("is_centered"), &Sprite2D::is_centered);
  321. ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Sprite2D::set_offset);
  322. ClassDB::bind_method(D_METHOD("get_offset"), &Sprite2D::get_offset);
  323. ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &Sprite2D::set_flip_h);
  324. ClassDB::bind_method(D_METHOD("is_flipped_h"), &Sprite2D::is_flipped_h);
  325. ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &Sprite2D::set_flip_v);
  326. ClassDB::bind_method(D_METHOD("is_flipped_v"), &Sprite2D::is_flipped_v);
  327. ClassDB::bind_method(D_METHOD("set_region_enabled", "enabled"), &Sprite2D::set_region_enabled);
  328. ClassDB::bind_method(D_METHOD("is_region_enabled"), &Sprite2D::is_region_enabled);
  329. ClassDB::bind_method(D_METHOD("is_pixel_opaque", "pos"), &Sprite2D::is_pixel_opaque);
  330. ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite2D::set_region_rect);
  331. ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite2D::get_region_rect);
  332. ClassDB::bind_method(D_METHOD("set_region_filter_clip_enabled", "enabled"), &Sprite2D::set_region_filter_clip_enabled);
  333. ClassDB::bind_method(D_METHOD("is_region_filter_clip_enabled"), &Sprite2D::is_region_filter_clip_enabled);
  334. ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite2D::set_frame);
  335. ClassDB::bind_method(D_METHOD("get_frame"), &Sprite2D::get_frame);
  336. ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite2D::set_frame_coords);
  337. ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite2D::get_frame_coords);
  338. ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite2D::set_vframes);
  339. ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite2D::get_vframes);
  340. ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite2D::set_hframes);
  341. ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite2D::get_hframes);
  342. ClassDB::bind_method(D_METHOD("get_rect"), &Sprite2D::get_rect);
  343. ADD_SIGNAL(MethodInfo("frame_changed"));
  344. ADD_SIGNAL(MethodInfo("texture_changed"));
  345. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  346. ADD_GROUP("Offset", "");
  347. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
  348. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
  349. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
  350. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
  351. ADD_GROUP("Animation", "");
  352. ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
  353. ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
  354. ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
  355. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");
  356. ADD_GROUP("Region", "region_");
  357. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region_enabled", "is_region_enabled");
  358. ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
  359. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_filter_clip_enabled"), "set_region_filter_clip_enabled", "is_region_filter_clip_enabled");
  360. }
  361. Sprite2D::Sprite2D() {
  362. }
  363. Sprite2D::~Sprite2D() {
  364. }