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338 lines
11 KiB
C++
338 lines
11 KiB
C++
/*************************************************************************/
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/* line_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 "line_2d.h"
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#include "core_string_names.h"
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// Needed so we can bind functions
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VARIANT_ENUM_CAST(LineJointMode)
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VARIANT_ENUM_CAST(LineCapMode)
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VARIANT_ENUM_CAST(LineTextureMode)
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Line2D::Line2D()
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: Node2D() {
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_joint_mode = LINE_JOINT_SHARP;
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_begin_cap_mode = LINE_CAP_NONE;
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_end_cap_mode = LINE_CAP_NONE;
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_width = 10;
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_default_color = Color(0.4, 0.5, 1);
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_sharp_limit = 2.f;
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_round_precision = 8;
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}
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void Line2D::set_points(const PoolVector<Vector2> &p_points) {
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_points = p_points;
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update();
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}
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void Line2D::set_width(float width) {
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if (width < 0.0)
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width = 0.0;
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_width = width;
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update();
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}
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float Line2D::get_width() const {
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return _width;
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}
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PoolVector<Vector2> Line2D::get_points() const {
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return _points;
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}
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void Line2D::set_point_pos(int i, Vector2 pos) {
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_points.set(i, pos);
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update();
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}
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Vector2 Line2D::get_point_pos(int i) const {
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return _points.get(i);
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}
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int Line2D::get_point_count() const {
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return _points.size();
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}
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void Line2D::add_point(Vector2 pos) {
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_points.append(pos);
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update();
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}
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void Line2D::remove_point(int i) {
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_points.remove(i);
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update();
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}
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void Line2D::set_default_color(Color color) {
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_default_color = color;
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update();
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}
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Color Line2D::get_default_color() const {
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return _default_color;
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}
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void Line2D::set_gradient(const Ref<Gradient> &gradient) {
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// Cleanup previous connection if any
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if (_gradient.is_valid()) {
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(**_gradient).disconnect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
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}
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_gradient = gradient;
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// Connect to the gradient so the line will update when the ColorRamp is changed
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if (_gradient.is_valid()) {
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(**_gradient).connect(CoreStringNames::get_singleton()->changed, this, "_gradient_changed");
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}
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update();
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}
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Ref<Gradient> Line2D::get_gradient() const {
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return _gradient;
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}
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void Line2D::set_texture(const Ref<Texture> &texture) {
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_texture = texture;
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update();
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}
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Ref<Texture> Line2D::get_texture() const {
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return _texture;
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}
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void Line2D::set_texture_mode(const LineTextureMode mode) {
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_texture_mode = mode;
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update();
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}
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LineTextureMode Line2D::get_texture_mode() const {
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return _texture_mode;
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}
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void Line2D::set_joint_mode(LineJointMode mode) {
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_joint_mode = mode;
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update();
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}
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LineJointMode Line2D::get_joint_mode() const {
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return _joint_mode;
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}
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void Line2D::set_begin_cap_mode(LineCapMode mode) {
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_begin_cap_mode = mode;
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update();
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}
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LineCapMode Line2D::get_begin_cap_mode() const {
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return _begin_cap_mode;
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}
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void Line2D::set_end_cap_mode(LineCapMode mode) {
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_end_cap_mode = mode;
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update();
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}
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LineCapMode Line2D::get_end_cap_mode() const {
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return _end_cap_mode;
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}
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void Line2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_DRAW:
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_draw();
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break;
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}
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}
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void Line2D::set_sharp_limit(float limit) {
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if (limit < 0.f)
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limit = 0.f;
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_sharp_limit = limit;
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update();
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}
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float Line2D::get_sharp_limit() const {
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return _sharp_limit;
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}
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void Line2D::set_round_precision(int precision) {
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if (precision < 1)
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precision = 1;
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_round_precision = precision;
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update();
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}
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int Line2D::get_round_precision() const {
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return _round_precision;
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}
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void Line2D::_draw() {
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if (_points.size() <= 1 || _width == 0.f)
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return;
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// TODO Is this really needed?
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// Copy points for faster access
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Vector<Vector2> points;
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points.resize(_points.size());
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int len = points.size();
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{
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PoolVector<Vector2>::Read points_read = _points.read();
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for (int i = 0; i < len; ++i) {
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points[i] = points_read[i];
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}
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}
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// TODO Maybe have it as member rather than copying parameters and allocating memory?
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LineBuilder lb;
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lb.points = points;
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lb.default_color = _default_color;
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lb.gradient = *_gradient;
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lb.texture_mode = _texture_mode;
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lb.joint_mode = _joint_mode;
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lb.begin_cap_mode = _begin_cap_mode;
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lb.end_cap_mode = _end_cap_mode;
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lb.round_precision = _round_precision;
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lb.sharp_limit = _sharp_limit;
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lb.width = _width;
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lb.build();
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RID texture_rid;
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if (_texture.is_valid())
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texture_rid = (**_texture).get_rid();
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VS::get_singleton()->canvas_item_add_triangle_array(
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get_canvas_item(),
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lb.indices,
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lb.vertices,
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lb.colors,
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lb.uvs,
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texture_rid);
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// DEBUG
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// Draw wireframe
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// if(lb.indices.size() % 3 == 0) {
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// Color col(0,0,0);
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// for(int i = 0; i < lb.indices.size(); i += 3) {
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// int vi = lb.indices[i];
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// int lbvsize = lb.vertices.size();
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// Vector2 a = lb.vertices[lb.indices[i]];
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// Vector2 b = lb.vertices[lb.indices[i+1]];
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// Vector2 c = lb.vertices[lb.indices[i+2]];
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// draw_line(a, b, col);
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// draw_line(b, c, col);
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// draw_line(c, a, col);
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// }
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// for(int i = 0; i < lb.vertices.size(); ++i) {
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// Vector2 p = lb.vertices[i];
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// draw_rect(Rect2(p.x-1, p.y-1, 2, 2), Color(0,0,0,0.5));
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// }
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// }
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}
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void Line2D::_gradient_changed() {
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update();
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}
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// static
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void Line2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_points", "points"), &Line2D::set_points);
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ClassDB::bind_method(D_METHOD("get_points"), &Line2D::get_points);
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ClassDB::bind_method(D_METHOD("set_point_pos", "i", "pos"), &Line2D::set_point_pos);
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ClassDB::bind_method(D_METHOD("get_point_pos", "i"), &Line2D::get_point_pos);
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ClassDB::bind_method(D_METHOD("get_point_count"), &Line2D::get_point_count);
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ClassDB::bind_method(D_METHOD("add_point", "pos"), &Line2D::add_point);
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ClassDB::bind_method(D_METHOD("remove_point", "i"), &Line2D::remove_point);
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ClassDB::bind_method(D_METHOD("set_width", "width"), &Line2D::set_width);
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ClassDB::bind_method(D_METHOD("get_width"), &Line2D::get_width);
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ClassDB::bind_method(D_METHOD("set_default_color", "color"), &Line2D::set_default_color);
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ClassDB::bind_method(D_METHOD("get_default_color"), &Line2D::get_default_color);
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ClassDB::bind_method(D_METHOD("set_gradient", "color"), &Line2D::set_gradient);
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ClassDB::bind_method(D_METHOD("get_gradient"), &Line2D::get_gradient);
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Line2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &Line2D::get_texture);
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ClassDB::bind_method(D_METHOD("set_texture_mode", "mode"), &Line2D::set_texture_mode);
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ClassDB::bind_method(D_METHOD("get_texture_mode"), &Line2D::get_texture_mode);
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ClassDB::bind_method(D_METHOD("set_joint_mode", "mode"), &Line2D::set_joint_mode);
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ClassDB::bind_method(D_METHOD("get_joint_mode"), &Line2D::get_joint_mode);
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ClassDB::bind_method(D_METHOD("set_begin_cap_mode", "mode"), &Line2D::set_begin_cap_mode);
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ClassDB::bind_method(D_METHOD("get_begin_cap_mode"), &Line2D::get_begin_cap_mode);
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ClassDB::bind_method(D_METHOD("set_end_cap_mode", "mode"), &Line2D::set_end_cap_mode);
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ClassDB::bind_method(D_METHOD("get_end_cap_mode"), &Line2D::get_end_cap_mode);
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ClassDB::bind_method(D_METHOD("set_sharp_limit", "limit"), &Line2D::set_sharp_limit);
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ClassDB::bind_method(D_METHOD("get_sharp_limit"), &Line2D::get_sharp_limit);
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ClassDB::bind_method(D_METHOD("set_round_precision", "precision"), &Line2D::set_round_precision);
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ClassDB::bind_method(D_METHOD("get_round_precision"), &Line2D::get_round_precision);
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), "set_points", "get_points");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), "set_width", "get_width");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_color"), "set_default_color", "get_default_color");
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ADD_GROUP("Fill", "");
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ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient");
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ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
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ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "texture_mode", PROPERTY_HINT_ENUM, "None,Tile"), "set_texture_mode", "get_texture_mode");
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ADD_GROUP("Capping", "");
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ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "joint_mode", PROPERTY_HINT_ENUM, "Sharp,Bevel,Round"), "set_joint_mode", "get_joint_mode");
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ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "begin_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_begin_cap_mode", "get_begin_cap_mode");
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ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "end_cap_mode", PROPERTY_HINT_ENUM, "None,Box,Round"), "set_end_cap_mode", "get_end_cap_mode");
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ADD_GROUP("Border", "");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), "set_sharp_limit", "get_sharp_limit");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), "set_round_precision", "get_round_precision");
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BIND_ENUM_CONSTANT(LINE_JOINT_SHARP);
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BIND_ENUM_CONSTANT(LINE_JOINT_BEVEL);
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BIND_ENUM_CONSTANT(LINE_JOINT_ROUND);
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BIND_ENUM_CONSTANT(LINE_CAP_NONE);
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BIND_ENUM_CONSTANT(LINE_CAP_BOX);
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BIND_ENUM_CONSTANT(LINE_CAP_ROUND);
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BIND_ENUM_CONSTANT(LINE_TEXTURE_NONE);
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BIND_ENUM_CONSTANT(LINE_TEXTURE_TILE);
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ClassDB::bind_method(D_METHOD("_gradient_changed"), &Line2D::_gradient_changed);
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}
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