godot/scene/2d/visibility_notifier_2d.h
Juan Linietsky 09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00

111 lines
3.5 KiB
C++

/*************************************************************************/
/* visibility_notifier_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifndef VISIBILITY_NOTIFIER_2D_H
#define VISIBILITY_NOTIFIER_2D_H
#include "scene/2d/node_2d.h"
class Viewport;
class VisibilityNotifier2D : public Node2D {
OBJ_TYPE(VisibilityNotifier2D,Node2D);
Set<Viewport*> viewports;
Rect2 rect;
protected:
friend class SpatialIndexer2D;
void _enter_viewport(Viewport* p_viewport);
void _exit_viewport(Viewport* p_viewport);
virtual void _screen_enter() {}
virtual void _screen_exit() {}
void _notification(int p_what);
static void _bind_methods();
public:
void set_rect(const Rect2& p_rect);
Rect2 get_rect() const;
bool is_on_screen() const;
virtual Rect2 get_item_rect() const;
VisibilityNotifier2D();
};
class VisibilityEnabler2D : public VisibilityNotifier2D {
OBJ_TYPE(VisibilityEnabler2D,VisibilityNotifier2D);
public:
enum Enabler {
ENABLER_PAUSE_ANIMATIONS,
ENABLER_FREEZE_BODIES,
ENABLER_PAUSE_PARTICLES,
ENABLER_MAX
};
protected:
virtual void _screen_enter();
virtual void _screen_exit();
bool visible;
void _find_nodes(Node* p_node);
Map<Node*,Variant> nodes;
void _node_removed(Node* p_node);
bool enabler[ENABLER_MAX];
void _change_node_state(Node* p_node,bool p_enabled);
void _notification(int p_what);
static void _bind_methods();
public:
void set_enabler(Enabler p_enabler,bool p_enable);
bool is_enabler_enabled(Enabler p_enabler) const;
VisibilityEnabler2D();
};
VARIANT_ENUM_CAST(VisibilityEnabler2D::Enabler);
#endif // VISIBILITY_NOTIFIER_2D_H