text: /*************************************************************************/
  /*  viewport.h                                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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 VIEWPORT_H
  #define VIEWPORT_H
  
  #include "core/math/transform_2d.h"
  #include "scene/main/node.h"
  #include "scene/resources/texture.h"
  #include "scene/resources/world_2d.h"
  #include "servers/display_server.h"
  #include "servers/rendering_server.h"
  
  class Camera3D;
  class Camera2D;
  class Listener3D;
  class Control;
  class CanvasItem;
  class CanvasLayer;
  class Panel;
  class Label;
  class Timer;
  class Viewport;
  class CollisionObject3D;
  
  class ViewportTexture : public Texture2D {
  	GDCLASS(ViewportTexture, Texture2D);
  
  	NodePath path;
  
  	friend class Viewport;
  	Viewport *vp;
  
  	mutable RID proxy_ph;
  	mutable RID proxy;
  
  protected:
  	static void _bind_methods();
  
  public:
  	void set_viewport_path_in_scene(const NodePath &p_path);
  	NodePath get_viewport_path_in_scene() const;
  
  	virtual void setup_local_to_scene() override;
  
  	virtual int get_width() const override;
  	virtual int get_height() const override;
  	virtual Size2 get_size() const override;
  	virtual RID get_rid() const override;
  
  	virtual bool has_alpha() const override;
  
  	virtual Ref<Image> get_data() const override;
  
  	ViewportTexture();
  	~ViewportTexture();
  };
  
  class Viewport : public Node {
  	GDCLASS(Viewport, Node);
  
  public:
  	enum ShadowAtlasQuadrantSubdiv {
  		SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_1,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_4,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_16,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_64,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_256,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
  		SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
  	};
  
  	enum MSAA {
  		MSAA_DISABLED,
  		MSAA_2X,
  		MSAA_4X,
  		MSAA_8X,
  		MSAA_16X,
  		MSAA_MAX
  	};
  
  	enum ScreenSpaceAA {
  		SCREEN_SPACE_AA_DISABLED,
  		SCREEN_SPACE_AA_FXAA,
  		SCREEN_SPACE_AA_MAX
  	};
  
  	enum RenderInfo {
  		RENDER_INFO_OBJECTS_IN_FRAME,
  		RENDER_INFO_VERTICES_IN_FRAME,
  		RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
  		RENDER_INFO_SHADER_CHANGES_IN_FRAME,
  		RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
  		RENDER_INFO_DRAW_CALLS_IN_FRAME,
  		RENDER_INFO_MAX
  	};
  
  	enum DebugDraw {
  		DEBUG_DRAW_DISABLED,
  		DEBUG_DRAW_UNSHADED,
  		DEBUG_DRAW_LIGHTING,
  		DEBUG_DRAW_OVERDRAW,
  		DEBUG_DRAW_WIREFRAME,
  		DEBUG_DRAW_NORMAL_BUFFER,
  		DEBUG_DRAW_GI_PROBE_ALBEDO,
  		DEBUG_DRAW_GI_PROBE_LIGHTING,
  		DEBUG_DRAW_GI_PROBE_EMISSION,
  		DEBUG_DRAW_SHADOW_ATLAS,
  		DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
  		DEBUG_DRAW_SCENE_LUMINANCE,
  		DEBUG_DRAW_SSAO,
  		DEBUG_DRAW_PSSM_SPLITS,
  		DEBUG_DRAW_DECAL_ATLAS,
  		DEBUG_DRAW_SDFGI,
  		DEBUG_DRAW_SDFGI_PROBES,
  		DEBUG_DRAW_GI_BUFFER,
  	};
  
  	enum DefaultCanvasItemTextureFilter {
  		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
  		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
  		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
  		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
  		DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX
  	};
  
  	enum DefaultCanvasItemTextureRepeat {
  		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
  		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
  		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
  		DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX,
  	};
  
  	enum {
  		SUBWINDOW_CANVAS_LAYER = 1024
  	};
  
  private:
  	friend class ViewportTexture;
  
  	Viewport *parent;
  
  	Listener3D *listener;
  	Set<Listener3D *> listeners;
  
  	struct CameraOverrideData {
  		Transform transform;
  		enum Projection {
  			PROJECTION_PERSPECTIVE,
  			PROJECTION_ORTHOGONAL
  		};
  		Projection projection;
  		float fov;
  		float size;
  		float z_near;
  		float z_far;
  		RID rid;
  
  		operator bool() const {
  			return rid != RID();
  		}
  	} camera_override;
  
  	Camera3D *camera;
  	Set<Camera3D *> cameras;
  	Set<CanvasLayer *> canvas_layers;
  
  	RID viewport;
  	RID current_canvas;
  	RID subwindow_canvas;
  
  	bool audio_listener;
  	RID internal_listener;
  
  	bool audio_listener_2d;
  	RID internal_listener_2d;
  
  	bool override_canvas_transform;
  
  	Transform2D canvas_transform_override;
  	Transform2D canvas_transform;
  	Transform2D global_canvas_transform;
  	Transform2D stretch_transform;
  
  	Size2i size;
  	Size2i size_2d_override;
  	bool size_allocated;
  
  	RID contact_2d_debug;
  	RID contact_3d_debug_multimesh;
  	RID contact_3d_debug_instance;
  
  	Rect2 last_vp_rect;
  
  	bool transparent_bg;
  	bool filter;
  	bool gen_mipmaps;
  
  	bool snap_controls_to_pixels;
  
  	bool physics_object_picking;
  	List<Ref<InputEvent>> physics_picking_events;
  	ObjectID physics_object_capture;
  	ObjectID physics_object_over;
  	Transform physics_last_object_transform;
  	Transform physics_last_camera_transform;
  	ObjectID physics_last_id;
  	bool physics_has_last_mousepos;
  	Vector2 physics_last_mousepos;
  	struct {
  		bool alt;
  		bool control;
  		bool shift;
  		bool meta;
  		int mouse_mask;
  
  	} physics_last_mouse_state;
  
  	void _collision_object_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
  
  	bool handle_input_locally;
  	bool local_input_handled;
  
  	Map<ObjectID, uint64_t> physics_2d_mouseover;
  
  	Ref<World2D> world_2d;
  	Ref<World3D> world_3d;
  	Ref<World3D> own_world_3d;
  
  	Rect2i to_screen_rect;
  	StringName input_group;
  	StringName gui_input_group;
  	StringName unhandled_input_group;
  	StringName unhandled_key_input_group;
  
  	void _update_listener();
  	void _update_listener_2d();
  
  	void _propagate_enter_world(Node *p_node);
  	void _propagate_exit_world(Node *p_node);
  	void _propagate_viewport_notification(Node *p_node, int p_what);
  
  	void _update_global_transform();
  
  	RID texture_rid;
  
  	DebugDraw debug_draw;
  
  	int shadow_atlas_size;
  	ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
  
  	MSAA msaa;
  	ScreenSpaceAA screen_space_aa;
  	bool use_debanding = false;
  	Ref<ViewportTexture> default_texture;
  	Set<ViewportTexture *> viewport_textures;
  
  	enum SubWindowDrag {
  		SUB_WINDOW_DRAG_DISABLED,
  		SUB_WINDOW_DRAG_MOVE,
  		SUB_WINDOW_DRAG_CLOSE,
  		SUB_WINDOW_DRAG_RESIZE,
  	};
  
  	enum SubWindowResize {
  		SUB_WINDOW_RESIZE_DISABLED,
  		SUB_WINDOW_RESIZE_TOP_LEFT,
  		SUB_WINDOW_RESIZE_TOP,
  		SUB_WINDOW_RESIZE_TOP_RIGHT,
  		SUB_WINDOW_RESIZE_LEFT,
  		SUB_WINDOW_RESIZE_RIGHT,
  		SUB_WINDOW_RESIZE_BOTTOM_LEFT,
  		SUB_WINDOW_RESIZE_BOTTOM,
  		SUB_WINDOW_RESIZE_BOTTOM_RIGHT,
  		SUB_WINDOW_RESIZE_MAX
  	};
  
  	struct SubWindow {
  		Window *window;
  		RID canvas_item;
  	};
  
  	struct GUI {
  		// info used when this is a window
  
  		bool forced_mouse_focus; //used for menu buttons
  		bool key_event_accepted;
  		Control *mouse_focus;
  		Control *last_mouse_focus;
  		Control *mouse_click_grabber;
  		int mouse_focus_mask;
  		Control *key_focus;
  		Control *mouse_over;
  		Control *drag_mouse_over;
  		Vector2 drag_mouse_over_pos;
  		Control *tooltip;
  		Window *tooltip_popup;
  		Label *tooltip_label;
  		Point2 tooltip_pos;
  		Point2 last_mouse_pos;
  		Point2 drag_accum;
  		bool drag_attempted;
  		Variant drag_data;
  		Control *drag_preview;
  		float tooltip_timer;
  		float tooltip_delay;
  		Transform2D focus_inv_xform;
  		bool roots_order_dirty;
  		List<Control *> roots;
  		int canvas_sort_index; //for sorting items with canvas as root
  		bool dragging;
  		bool embed_subwindows_hint;
  		bool embedding_subwindows;
  
  		Window *subwindow_focused;
  		SubWindowDrag subwindow_drag;
  		Vector2 subwindow_drag_from;
  		Vector2 subwindow_drag_pos;
  		Rect2i subwindow_drag_close_rect;
  		bool subwindow_drag_close_inside;
  		SubWindowResize subwindow_resize_mode;
  		Rect2i subwindow_resize_from_rect;
  
  		Vector<SubWindow> sub_windows;
  
  		GUI();
  	} gui;
  
  	DefaultCanvasItemTextureFilter default_canvas_item_texture_filter;
  	DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat;
  
  	bool disable_input;
  
  	void _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
  	void _gui_call_notification(Control *p_control, int p_what);
  
  	void _gui_sort_roots();
  	Control *_gui_find_control(const Point2 &p_global);
  	Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
  
  	void _gui_input_event(Ref<InputEvent> p_event);
  
  	void update_worlds();
  
  	_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
  
  	Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
  
  	friend class Control;
  
  	List<Control *>::Element *_gui_add_root_control(Control *p_control);
  
  	void _gui_remove_root_control(List<Control *>::Element *RI);
  
  	String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_which = nullptr);
  	void _gui_cancel_tooltip();
  	void _gui_show_tooltip();
  
  	void _gui_remove_control(Control *p_control);
  	void _gui_hide_control(Control *p_control);
  
  	void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
  	void _gui_set_drag_preview(Control *p_base, Control *p_control);
  
  	void _gui_remove_focus_for_window(Node *p_window);
  	void _gui_remove_focus();
  	void _gui_unfocus_control(Control *p_control);
  	bool _gui_control_has_focus(const Control *p_control);
  	void _gui_control_grab_focus(Control *p_control);
  	void _gui_grab_click_focus(Control *p_control);
  	void _post_gui_grab_click_focus();
  	void _gui_accept_event();
  
  	Control *_gui_get_focus_owner();
  
  	bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
  
  	friend class Listener3D;
  	void _listener_transform_changed_notify();
  	void _listener_set(Listener3D *p_listener);
  	bool _listener_add(Listener3D *p_listener); //true if first
  	void _listener_remove(Listener3D *p_listener);
  	void _listener_make_next_current(Listener3D *p_exclude);
  
  	friend class Camera3D;
  	void _camera_transform_changed_notify();
  	void _camera_set(Camera3D *p_camera);
  	bool _camera_add(Camera3D *p_camera); //true if first
  	void _camera_remove(Camera3D *p_camera);
  	void _camera_make_next_current(Camera3D *p_exclude);
  
  	friend class CanvasLayer;
  	void _canvas_layer_add(CanvasLayer *p_canvas_layer);
  	void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
  
  	void _drop_mouse_focus();
  	void _drop_physics_mouseover();
  
  	void _update_canvas_items(Node *p_node);
  
  	void _gui_set_root_order_dirty();
  
  	void _own_world_3d_changed();
  
  	friend class Window;
  
  	void _sub_window_update_order();
  	void _sub_window_register(Window *p_window);
  	void _sub_window_update(Window *p_window);
  	void _sub_window_grab_focus(Window *p_window);
  	void _sub_window_remove(Window *p_window);
  	bool _sub_windows_forward_input(const Ref<InputEvent> &p_event);
  	SubWindowResize _sub_window_get_resize_margin(Window *p_subwindow, const Point2 &p_point);
  
  	virtual bool _can_consume_input_events() const { return true; }
  	uint64_t event_count = 0;
  
  protected:
  	void _set_size(const Size2i &p_size, const Size2i &p_size_2d_override, const Rect2i &p_to_screen_rect, const Transform2D &p_stretch_transform, bool p_allocated);
  
  	Size2i _get_size() const;
  	Size2i _get_size_2d_override() const;
  	bool _is_size_allocated() const;
  
  	void _notification(int p_what);
  	static void _bind_methods();
  	virtual void _validate_property(PropertyInfo &property) const override;
  
  public:
  	uint64_t get_processed_events_count() const { return event_count; }
  
  	Listener3D *get_listener() const;
  	Camera3D *get_camera() const;
  
  	void enable_camera_override(bool p_enable);
  	bool is_camera_override_enabled() const;
  
  	void set_camera_override_transform(const Transform &p_transform);
  	Transform get_camera_override_transform() const;
  
  	void set_camera_override_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
  	void set_camera_override_orthogonal(float p_size, float p_z_near, float p_z_far);
  
  	void set_as_audio_listener(bool p_enable);
  	bool is_audio_listener() const;
  
  	void set_as_audio_listener_2d(bool p_enable);
  	bool is_audio_listener_2d() const;
  
  	void update_canvas_items();
  
  	Rect2 get_visible_rect() const;
  	RID get_viewport_rid() const;
  
  	void set_world_3d(const Ref<World3D> &p_world_3d);
  	void set_world_2d(const Ref<World2D> &p_world_2d);
  	Ref<World3D> get_world_3d() const;
  	Ref<World3D> find_world_3d() const;
  
  	Ref<World2D> get_world_2d() const;
  	Ref<World2D> find_world_2d() const;
  
  	void enable_canvas_transform_override(bool p_enable);
  	bool is_canvas_transform_override_enbled() const;
  
  	void set_canvas_transform_override(const Transform2D &p_transform);
  	Transform2D get_canvas_transform_override() const;
  
  	void set_canvas_transform(const Transform2D &p_transform);
  	Transform2D get_canvas_transform() const;
  
  	void set_global_canvas_transform(const Transform2D &p_transform);
  	Transform2D get_global_canvas_transform() const;
  
  	Transform2D get_final_transform() const;
  
  	void set_transparent_background(bool p_enable);
  	bool has_transparent_background() const;
  
  	Ref<ViewportTexture> get_texture() const;
  
  	void set_shadow_atlas_size(int p_size);
  	int get_shadow_atlas_size() const;
  
  	void set_shadow_atlas_quadrant_subdiv(int p_quadrant, ShadowAtlasQuadrantSubdiv p_subdiv);
  	ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
  
  	void set_msaa(MSAA p_msaa);
  	MSAA get_msaa() const;
  
  	void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
  	ScreenSpaceAA get_screen_space_aa() const;
  
  	void set_use_debanding(bool p_use_debanding);
  	bool is_using_debanding() const;
  
  	Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
  	Vector2 get_camera_rect_size() const;
  
  	void set_use_own_world_3d(bool p_world_3d);
  	bool is_using_own_world_3d() const;
  
  	void input_text(const String &p_text);
  	void input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
  	void unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
  
  	void set_disable_input(bool p_disable);
  	bool is_input_disabled() const;
  
  	Vector2 get_mouse_position() const;
  	void warp_mouse(const Vector2 &p_pos);
  
  	void set_physics_object_picking(bool p_enable);
  	bool get_physics_object_picking();
  
  	Variant gui_get_drag_data() const;
  
  	void gui_reset_canvas_sort_index();
  	int gui_get_canvas_sort_index();
  
  	virtual String get_configuration_warning() const override;
  
  	void set_debug_draw(DebugDraw p_debug_draw);
  	DebugDraw get_debug_draw() const;
  
  	int get_render_info(RenderInfo p_info);
  
  	void set_snap_controls_to_pixels(bool p_enable);
  	bool is_snap_controls_to_pixels_enabled() const;
  
  	void set_input_as_handled();
  	bool is_input_handled() const;
  
  	void set_handle_input_locally(bool p_enable);
  	bool is_handling_input_locally() const;
  
  	bool gui_is_dragging() const;
  
  	void set_default_canvas_item_texture_filter(DefaultCanvasItemTextureFilter p_filter);
  	DefaultCanvasItemTextureFilter get_default_canvas_item_texture_filter() const;
  
  	void set_default_canvas_item_texture_repeat(DefaultCanvasItemTextureRepeat p_repeat);
  	DefaultCanvasItemTextureRepeat get_default_canvas_item_texture_repeat() const;
  
  	virtual DisplayServer::WindowID get_window_id() const = 0;
  
  	void set_embed_subwindows_hint(bool p_embed);
  	bool get_embed_subwindows_hint() const;
  	bool is_embedding_subwindows() const;
  
  	Viewport *get_parent_viewport() const;
  	Window *get_base_window() const;
  
  	void pass_mouse_focus_to(Viewport *p_viewport, Control *p_control);
  
  	Viewport();
  	~Viewport();
  };
  
  class SubViewport : public Viewport {
  	GDCLASS(SubViewport, Viewport);
  
  public:
  	enum ClearMode {
  
  		CLEAR_MODE_ALWAYS,
  		CLEAR_MODE_NEVER,
  		CLEAR_MODE_ONLY_NEXT_FRAME
  	};
  
  	enum UpdateMode {
  		UPDATE_DISABLED,
  		UPDATE_ONCE, //then goes to disabled
  		UPDATE_WHEN_VISIBLE, // default
  		UPDATE_WHEN_PARENT_VISIBLE,
  		UPDATE_ALWAYS
  	};
  
  private:
  	UpdateMode update_mode;
  	ClearMode clear_mode;
  	bool xr;
  	bool size_2d_override_stretch;
  
  protected:
  	static void _bind_methods();
  	virtual DisplayServer::WindowID get_window_id() const override;
  	Transform2D _stretch_transform();
  	void _notification(int p_what);
  
  public:
  	void set_size(const Size2i &p_size);
  	Size2i get_size() const;
  
  	void set_size_2d_override(const Size2i &p_size);
  	Size2i get_size_2d_override() const;
  
  	void set_use_xr(bool p_use_xr);
  	bool is_using_xr();
  
  	void set_size_2d_override_stretch(bool p_enable);
  	bool is_size_2d_override_stretch_enabled() const;
  
  	void set_update_mode(UpdateMode p_mode);
  	UpdateMode get_update_mode() const;
  
  	void set_clear_mode(ClearMode p_mode);
  	ClearMode get_clear_mode() const;
  
  	SubViewport();
  	~SubViewport();
  };
  VARIANT_ENUM_CAST(SubViewport::UpdateMode);
  VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
  VARIANT_ENUM_CAST(Viewport::MSAA);
  VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
  VARIANT_ENUM_CAST(Viewport::DebugDraw);
  VARIANT_ENUM_CAST(SubViewport::ClearMode);
  VARIANT_ENUM_CAST(Viewport::RenderInfo);
  VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureFilter);
  VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureRepeat);
  
  #endif
  