text: /*************************************************************************/
  /*  viewport.h                                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2019 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/visual_server.h"
  /**
  	@author Juan Linietsky <reduzio@gmail.com>
  */
  
  class Camera;
  class Camera2D;
  class Listener;
  class Control;
  class CanvasItem;
  class CanvasLayer;
  class Panel;
  class Label;
  class Timer;
  class Viewport;
  class CollisionObject;
  
  class ViewportTexture : public Texture {
  
  	GDCLASS(ViewportTexture, Texture);
  
  	NodePath path;
  
  	friend class Viewport;
  	Viewport *vp;
  	uint32_t flags;
  
  	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();
  
  	virtual int get_width() const;
  	virtual int get_height() const;
  	virtual Size2 get_size() const;
  	virtual RID get_rid() const;
  
  	virtual bool has_alpha() const;
  
  	virtual void set_flags(uint32_t p_flags);
  	virtual uint32_t get_flags() const;
  
  	virtual Ref<Image> get_data() const;
  
  	ViewportTexture();
  	~ViewportTexture();
  };
  
  class Viewport : public Node {
  
  	GDCLASS(Viewport, Node);
  
  public:
  	enum UpdateMode {
  		UPDATE_DISABLED,
  		UPDATE_ONCE, //then goes to disabled
  		UPDATE_WHEN_VISIBLE, // default
  		UPDATE_ALWAYS
  	};
  
  	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,
  	};
  
  	enum Usage {
  		USAGE_2D,
  		USAGE_2D_NO_SAMPLING,
  		USAGE_3D,
  		USAGE_3D_NO_EFFECTS,
  	};
  
  	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_OVERDRAW,
  		DEBUG_DRAW_WIREFRAME,
  	};
  
  	enum ClearMode {
  
  		CLEAR_MODE_ALWAYS,
  		CLEAR_MODE_NEVER,
  		CLEAR_MODE_ONLY_NEXT_FRAME
  	};
  
  private:
  	friend class ViewportTexture;
  
  	Viewport *parent;
  
  	Listener *listener;
  	Set<Listener *> listeners;
  
  	bool arvr;
  
  	Camera *camera;
  	Set<Camera *> cameras;
  	Set<CanvasLayer *> canvas_layers;
  
  	RID viewport;
  	RID current_canvas;
  
  	bool audio_listener;
  	RID internal_listener;
  
  	bool audio_listener_2d;
  	RID internal_listener_2d;
  
  	Transform2D canvas_transform;
  	Transform2D global_canvas_transform;
  	Transform2D stretch_transform;
  
  	Size2 size;
  	Rect2 to_screen_rect;
  
  	RID contact_2d_debug;
  	RID contact_3d_debug_multimesh;
  	RID contact_3d_debug_instance;
  
  	bool size_override;
  	bool size_override_stretch;
  	Size2 size_override_size;
  	Size2 size_override_margin;
  
  	Rect2 last_vp_rect;
  
  	bool transparent_bg;
  	bool vflip;
  	ClearMode clear_mode;
  	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(CollisionObject *p_object, Camera *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape, bool p_discard_empty_motion);
  
  	bool handle_input_locally;
  	bool local_input_handled;
  
  	void _test_new_mouseover(ObjectID new_collider);
  	Map<ObjectID, uint64_t> physics_2d_mouseover;
  
  	Ref<World2D> world_2d;
  	Ref<World> world;
  	Ref<World> own_world;
  
  	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_stretch_transform();
  	void _update_global_transform();
  
  	bool disable_3d;
  	bool keep_3d_linear;
  	UpdateMode update_mode;
  	RID texture_rid;
  	uint32_t texture_flags;
  
  	DebugDraw debug_draw;
  
  	Usage usage;
  
  	int shadow_atlas_size;
  	ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4];
  
  	MSAA msaa;
  	bool hdr;
  
  	Ref<ViewportTexture> default_texture;
  	Set<ViewportTexture *> viewport_textures;
  
  	struct GUI {
  		// info used when this is a window
  
  		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 *tooltip;
  		Control *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;
  		List<Control *> modal_stack;
  		Transform2D focus_inv_xform;
  		bool subwindow_order_dirty;
  		bool subwindow_visibility_dirty;
  		List<Control *> subwindows; // visible subwindows
  		List<Control *> all_known_subwindows;
  		bool roots_order_dirty;
  		List<Control *> roots;
  		int canvas_sort_index; //for sorting items with canvas as root
  		bool dragging;
  
  		GUI();
  	} gui;
  
  	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_prepare_subwindows();
  	void _gui_sort_subwindows();
  	void _gui_sort_roots();
  	void _gui_sort_modal_stack();
  	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;
  
  	void _vp_input(const Ref<InputEvent> &p_ev);
  	void _vp_input_text(const String &p_text);
  	void _vp_unhandled_input(const Ref<InputEvent> &p_ev);
  	Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
  
  	friend class Control;
  
  	List<Control *>::Element *_gui_add_root_control(Control *p_control);
  	List<Control *>::Element *_gui_add_subwindow_control(Control *p_control);
  
  	void _gui_set_subwindow_order_dirty();
  	void _gui_set_root_order_dirty();
  
  	void _gui_remove_modal_control(List<Control *>::Element *MI);
  	void _gui_remove_from_modal_stack(List<Control *>::Element *MI, ObjectID p_prev_focus_owner);
  	void _gui_remove_root_control(List<Control *>::Element *RI);
  	void _gui_remove_subwindow_control(List<Control *>::Element *SI);
  
  	String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_which = NULL);
  	void _gui_cancel_tooltip();
  	void _gui_show_tooltip();
  
  	void _gui_remove_control(Control *p_control);
  	void _gui_hid_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);
  
  	bool _gui_is_modal_on_top(const Control *p_control);
  	List<Control *>::Element *_gui_show_modal(Control *p_control);
  
  	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();
  
  	Vector2 _get_window_offset() const;
  
  	bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
  
  	friend class Listener;
  	void _listener_transform_changed_notify();
  	void _listener_set(Listener *p_listener);
  	bool _listener_add(Listener *p_listener); //true if first
  	void _listener_remove(Listener *p_listener);
  	void _listener_make_next_current(Listener *p_exclude);
  
  	friend class Camera;
  	void _camera_transform_changed_notify();
  	void _camera_set(Camera *p_camera);
  	bool _camera_add(Camera *p_camera); //true if first
  	void _camera_remove(Camera *p_camera);
  	void _camera_make_next_current(Camera *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();
  
  protected:
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  	Listener *get_listener() const;
  	Camera *get_camera() const;
  
  	void set_use_arvr(bool p_use_arvr);
  	bool use_arvr();
  
  	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 set_size(const Size2 &p_size);
  
  	Size2 get_size() const;
  	Rect2 get_visible_rect() const;
  	RID get_viewport_rid() const;
  
  	void set_world(const Ref<World> &p_world);
  	void set_world_2d(const Ref<World2D> &p_world_2d);
  	Ref<World> get_world() const;
  	Ref<World> find_world() const;
  
  	Ref<World2D> get_world_2d() const;
  	Ref<World2D> find_world_2d() 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;
  
  	void set_size_override(bool p_enable, const Size2 &p_size = Size2(-1, -1), const Vector2 &p_margin = Vector2());
  	Size2 get_size_override() const;
  
  	bool is_size_override_enabled() const;
  	void set_size_override_stretch(bool p_enable);
  	bool is_size_override_stretch_enabled() const;
  
  	void set_vflip(bool p_enable);
  	bool get_vflip() const;
  
  	void set_clear_mode(ClearMode p_mode);
  	ClearMode get_clear_mode() const;
  
  	void set_update_mode(UpdateMode p_mode);
  	UpdateMode get_update_mode() 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_hdr(bool p_hdr);
  	bool get_hdr() const;
  
  	Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
  	Vector2 get_camera_rect_size() const;
  
  	void set_use_own_world(bool p_world);
  	bool is_using_own_world() const;
  
  	void input(const Ref<InputEvent> &p_event);
  	void unhandled_input(const Ref<InputEvent> &p_event);
  
  	void set_disable_input(bool p_disable);
  	bool is_input_disabled() const;
  
  	void set_disable_3d(bool p_disable);
  	bool is_3d_disabled() const;
  
  	void set_keep_3d_linear(bool p_keep_3d_linear);
  	bool get_keep_3d_linear() const;
  
  	void set_attach_to_screen_rect(const Rect2 &p_rect);
  	Rect2 get_attach_to_screen_rect() 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();
  
  	bool gui_has_modal_stack() const;
  
  	Variant gui_get_drag_data() const;
  	Control *get_modal_stack_top() const;
  
  	void gui_reset_canvas_sort_index();
  	int gui_get_canvas_sort_index();
  
  	virtual String get_configuration_warning() const;
  
  	void set_usage(Usage p_usage);
  	Usage get_usage() const;
  
  	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 _subwindow_visibility_changed();
  
  	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;
  
  	Viewport();
  	~Viewport();
  };
  
  VARIANT_ENUM_CAST(Viewport::UpdateMode);
  VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv);
  VARIANT_ENUM_CAST(Viewport::MSAA);
  VARIANT_ENUM_CAST(Viewport::Usage);
  VARIANT_ENUM_CAST(Viewport::DebugDraw);
  VARIANT_ENUM_CAST(Viewport::ClearMode);
  VARIANT_ENUM_CAST(Viewport::RenderInfo);
  
  #endif
  