CanvasItem¶
Base class of anything 2D.
Description¶
Base class of anything 2D. Canvas items are laid out in a tree; children inherit and extend their parent's transform. CanvasItem is extended by Control for anything GUI-related, and by Node2D for anything related to the 2D engine.
Any CanvasItem can draw. For this, update is called by the engine, then NOTIFICATION_DRAW will be received on idle time to request redraw. Because of this, canvas items don't need to be redrawn on every frame, improving the performance significantly. Several functions for drawing on the CanvasItem are provided (see draw_*
functions). However, they can only be used inside _draw, its corresponding Object._notification or methods connected to the draw signal.
Canvas items are drawn in tree order. By default, children are on top of their parents so a root CanvasItem will be drawn behind everything. This behavior can be changed on a per-item basis.
A CanvasItem can also be hidden, which will also hide its children. It provides many ways to change parameters such as modulation (for itself and its children) and self modulation (only for itself), as well as its blend mode.
Ultimately, a transform notification can be requested, which will notify the node that its global position changed in case the parent tree changed.
Note: Unless otherwise specified, all methods that have angle parameters must have angles specified as radians. To convert degrees to radians, use @GDScript.deg2rad.
Tutorials¶
Properties¶
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Methods¶
void |
_draw ( ) virtual |
void |
draw_arc ( Vector2 center, float radius, float start_angle, float end_angle, int point_count, Color color, float width=1.0, bool antialiased=false ) |
draw_char ( Font font, Vector2 position, String char, String next, Color modulate=Color( 1, 1, 1, 1 ) ) |
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void |
draw_circle ( Vector2 position, float radius, Color color ) |
void |
draw_colored_polygon ( PoolVector2Array points, Color color, PoolVector2Array uvs=PoolVector2Array( ), Texture texture=null, Texture normal_map=null, bool antialiased=false ) |
void |
draw_line ( Vector2 from, Vector2 to, Color color, float width=1.0, bool antialiased=false ) |
void |
draw_mesh ( Mesh mesh, Texture texture, Texture normal_map=null, Transform2D transform=Transform2D( 1, 0, 0, 1, 0, 0 ), Color modulate=Color( 1, 1, 1, 1 ) ) |
void |
draw_multiline ( PoolVector2Array points, Color color, float width=1.0, bool antialiased=false ) |
void |
draw_multiline_colors ( PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false ) |
void |
draw_multimesh ( MultiMesh multimesh, Texture texture, Texture normal_map=null ) |
void |
draw_polygon ( PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), Texture texture=null, Texture normal_map=null, bool antialiased=false ) |
void |
draw_polyline ( PoolVector2Array points, Color color, float width=1.0, bool antialiased=false ) |
void |
draw_polyline_colors ( PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false ) |
void |
draw_primitive ( PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs, Texture texture=null, float width=1.0, Texture normal_map=null ) |
void |
draw_rect ( Rect2 rect, Color color, bool filled=true, float width=1.0, bool antialiased=false ) |
void |
draw_set_transform ( Vector2 position, float rotation, Vector2 scale ) |
void |
draw_set_transform_matrix ( Transform2D xform ) |
void |
draw_string ( Font font, Vector2 position, String text, Color modulate=Color( 1, 1, 1, 1 ), int clip_w=-1 ) |
void |
draw_style_box ( StyleBox style_box, Rect2 rect ) |
void |
draw_texture ( Texture texture, Vector2 position, Color modulate=Color( 1, 1, 1, 1 ), Texture normal_map=null ) |
void |
draw_texture_rect ( Texture texture, Rect2 rect, bool tile, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, Texture normal_map=null ) |
void |
draw_texture_rect_region ( Texture texture, Rect2 rect, Rect2 src_rect, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, Texture normal_map=null, bool clip_uv=true ) |
void |
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get_canvas ( ) const |
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get_canvas_item ( ) const |
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get_canvas_transform ( ) const |
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get_global_mouse_position ( ) const |
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get_global_transform ( ) const |
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get_global_transform_with_canvas ( ) const |
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get_local_mouse_position ( ) const |
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get_transform ( ) const |
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get_viewport_rect ( ) const |
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get_viewport_transform ( ) const |
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get_world_2d ( ) const |
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void |
hide ( ) |
is_local_transform_notification_enabled ( ) const |
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is_set_as_toplevel ( ) const |
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is_transform_notification_enabled ( ) const |
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is_visible_in_tree ( ) const |
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make_canvas_position_local ( Vector2 screen_point ) const |
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make_input_local ( InputEvent event ) const |
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void |
set_as_toplevel ( bool enable ) |
void |
set_notify_local_transform ( bool enable ) |
void |
set_notify_transform ( bool enable ) |
void |
show ( ) |
void |
update ( ) |
Signals¶
draw ( )
Emitted when the CanvasItem must redraw, after the related NOTIFICATION_DRAW notification, and before _draw is called.
Note: Deferred connections do not allow drawing through the draw_*
methods.
hide ( )
Emitted when becoming hidden.
item_rect_changed ( )
Emitted when the item's Rect2 boundaries (position or size) have changed, or when an action is taking place that may have impacted these boundaries (e.g. changing Sprite.texture).
visibility_changed ( )
Emitted when the visibility (hidden/visible) changes.
Enumerations¶
enum BlendMode:
BlendMode BLEND_MODE_MIX = 0
Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
BlendMode BLEND_MODE_ADD = 1
Additive blending mode.
BlendMode BLEND_MODE_SUB = 2
Subtractive blending mode.
BlendMode BLEND_MODE_MUL = 3
Multiplicative blending mode.
BlendMode BLEND_MODE_PREMULT_ALPHA = 4
Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
BlendMode BLEND_MODE_DISABLED = 5
Disables blending mode. Colors including alpha are written as-is. Only applicable for render targets with a transparent background. No lighting will be applied.
Constants¶
NOTIFICATION_TRANSFORM_CHANGED = 2000
The CanvasItem's global transform has changed. This notification is only received if enabled by set_notify_transform.
NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35
The CanvasItem's local transform has changed. This notification is only received if enabled by set_notify_local_transform.
NOTIFICATION_DRAW = 30
The CanvasItem is requested to draw (see _draw).
NOTIFICATION_VISIBILITY_CHANGED = 31
The CanvasItem's visibility has changed.
NOTIFICATION_ENTER_CANVAS = 32
The CanvasItem has entered the canvas.
NOTIFICATION_EXIT_CANVAS = 33
The CanvasItem has exited the canvas.
Property Descriptions¶
int light_mask = 1
The rendering layers in which this CanvasItem responds to Light2D nodes.
Material material
The material applied to textures on this CanvasItem.
Color modulate = Color( 1, 1, 1, 1 )
The color applied to textures on this CanvasItem.
Color self_modulate = Color( 1, 1, 1, 1 )
The color applied to textures on this CanvasItem. This is not inherited by children CanvasItems.
bool show_behind_parent = false
If true
, the object draws behind its parent.
bool show_on_top
If true
, the object draws on top of its parent.
bool use_parent_material = false
If true
, the parent CanvasItem's material property is used as this one's material.
bool visible = true
If true
, this CanvasItem is drawn. The node is only visible if all of its ancestors are visible as well (in other words, is_visible_in_tree must return true
).
Note: For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
Method Descriptions¶
void _draw ( ) virtual
Called when CanvasItem has been requested to redraw (when update is called, either manually or by the engine).
Corresponds to the NOTIFICATION_DRAW notification in Object._notification.
void draw_arc ( Vector2 center, float radius, float start_angle, float end_angle, int point_count, Color color, float width=1.0, bool antialiased=false )
Draws a unfilled arc between the given angles. The larger the value of point_count
, the smoother the curve. See also draw_circle.
Note: Line drawing is not accelerated by batching if antialiased
is true
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
float draw_char ( Font font, Vector2 position, String char, String next, Color modulate=Color( 1, 1, 1, 1 ) )
Draws a string character using a custom font. Returns the advance, depending on the character width and kerning with an optional next character.
void draw_circle ( Vector2 position, float radius, Color color )
Draws a colored, filled circle. See also draw_arc, draw_polyline and draw_polygon.
Note: Built-in antialiasing is not provided for draw_circle. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedRegularPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
void draw_colored_polygon ( PoolVector2Array points, Color color, PoolVector2Array uvs=PoolVector2Array( ), Texture texture=null, Texture normal_map=null, bool antialiased=false )
Draws a colored polygon of any amount of points, convex or concave. Unlike draw_polygon, a single color must be specified for the whole polygon.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
void draw_line ( Vector2 from, Vector2 to, Color color, float width=1.0, bool antialiased=false )
Draws a line from a 2D point to another, with a given color and width. It can be optionally antialiased. See also draw_multiline and draw_polyline.
Note: Line drawing is not accelerated by batching if antialiased
is true
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent lines and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
void draw_mesh ( Mesh mesh, Texture texture, Texture normal_map=null, Transform2D transform=Transform2D( 1, 0, 0, 1, 0, 0 ), Color modulate=Color( 1, 1, 1, 1 ) )
Draws a Mesh in 2D, using the provided texture. See MeshInstance2D for related documentation.
void draw_multiline ( PoolVector2Array points, Color color, float width=1.0, bool antialiased=false )
Draws multiple disconnected lines with a uniform color
. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw interconnected lines, use draw_polyline instead.
Note: width
and antialiased
are currently not implemented and have no effect. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
void draw_multiline_colors ( PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )
Draws multiple disconnected lines with a uniform width
and segment-by-segment coloring. Colors assigned to line segments match by index between points
and colors
. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw interconnected lines, use draw_polyline_colors instead.
Note: width
and antialiased
are currently not implemented and have no effect. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedLine2D node. That node relies on a texture with custom mipmaps to perform antialiasing. 2D batching is also still supported with those antialiased lines.
void draw_multimesh ( MultiMesh multimesh, Texture texture, Texture normal_map=null )
Draws a MultiMesh in 2D with the provided texture. See MultiMeshInstance2D for related documentation.
void draw_polygon ( PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), Texture texture=null, Texture normal_map=null, bool antialiased=false )
Draws a solid polygon of any amount of points, convex or concave. Unlike draw_colored_polygon, each point's color can be changed individually. See also draw_polyline and draw_polyline_colors.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
void draw_polyline ( PoolVector2Array points, Color color, float width=1.0, bool antialiased=false )
Draws interconnected line segments with a uniform color
and width
and optional antialiasing. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw disconnected lines, use draw_multiline instead. See also draw_polygon.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
void draw_polyline_colors ( PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )
Draws interconnected line segments with a uniform width
and segment-by-segment coloring, and optional antialiasing. Colors assigned to line segments match by index between points
and colors
. When drawing large amounts of lines, this is faster than using individual draw_line calls. To draw disconnected lines, use draw_multiline_colors instead. See also draw_polygon.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
void draw_primitive ( PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs, Texture texture=null, float width=1.0, Texture normal_map=null )
Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points for a triangle, and 4 points for a quad. If 0 points or more than 4 points are specified, nothing will be drawn and an error message will be printed. See also draw_line, draw_polyline, draw_polygon, and draw_rect.
void draw_rect ( Rect2 rect, Color color, bool filled=true, float width=1.0, bool antialiased=false )
Draws a rectangle. If filled
is true
, the rectangle will be filled with the color
specified. If filled
is false
, the rectangle will be drawn as a stroke with the color
and width
specified. If antialiased
is true
, the lines will attempt to perform antialiasing using OpenGL line smoothing.
Note: width
and antialiased
are only effective if filled
is false
.
Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.
void draw_set_transform ( Vector2 position, float rotation, Vector2 scale )
Sets a custom transform for drawing via components. Anything drawn afterwards will be transformed by this.
void draw_set_transform_matrix ( Transform2D xform )
Sets a custom transform for drawing via matrix. Anything drawn afterwards will be transformed by this.
void draw_string ( Font font, Vector2 position, String text, Color modulate=Color( 1, 1, 1, 1 ), int clip_w=-1 )
Draws text
using the specified font
at the position
(bottom-left corner using the baseline of the font). The text will have its color multiplied by modulate
. If clip_w
is greater than or equal to 0, the text will be clipped if it exceeds the specified width.
Example using the default project font:
# If using this method in a script that redraws constantly, move the
# `default_font` declaration to a member variable assigned in `_ready()`
# so the Control is only created once.
var default_font = Control.new().get_font("font")
draw_string(default_font, Vector2(64, 64), "Hello world")
See also Font.draw.
void draw_style_box ( StyleBox style_box, Rect2 rect )
Draws a styled rectangle.
void draw_texture ( Texture texture, Vector2 position, Color modulate=Color( 1, 1, 1, 1 ), Texture normal_map=null )
Draws a texture at a given position.
void draw_texture_rect ( Texture texture, Rect2 rect, bool tile, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, Texture normal_map=null )
Draws a textured rectangle at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped.
void draw_texture_rect_region ( Texture texture, Rect2 rect, Rect2 src_rect, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, Texture normal_map=null, bool clip_uv=true )
Draws a textured rectangle region at a given position, optionally modulated by a color. If transpose
is true
, the texture will have its X and Y coordinates swapped.
void force_update_transform ( )
Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.
RID get_canvas ( ) const
Returns the RID of the World2D canvas where this item is in.
RID get_canvas_item ( ) const
Returns the canvas item RID used by VisualServer for this item.
Transform2D get_canvas_transform ( ) const
Returns the transform from the coordinate system of the canvas, this item is in, to the Viewports coordinate system.
Vector2 get_global_mouse_position ( ) const
Returns the mouse's position in the CanvasLayer that this CanvasItem is in using the coordinate system of the CanvasLayer.
Transform2D get_global_transform ( ) const
Returns the global transform matrix of this item, i.e. the combined transform up to the topmost CanvasItem node. The topmost item is a CanvasItem that either has no parent, has non-CanvasItem parent or it is top-level. See also set_as_toplevel.
Transform2D get_global_transform_with_canvas ( ) const
Returns the transform from the local coordinate system of this CanvasItem to the Viewports coordinate system.
Vector2 get_local_mouse_position ( ) const
Returns the mouse's position in this CanvasItem using the local coordinate system of this CanvasItem.
Transform2D get_transform ( ) const
Returns the transform matrix of this item.
Rect2 get_viewport_rect ( ) const
Returns the viewport's boundaries as a Rect2.
Transform2D get_viewport_transform ( ) const
Returns the transform from the coordinate system of the canvas, this item is in, to the Viewports embedders coordinate system.
World2D get_world_2d ( ) const
Returns the World2D where this item is in.
void hide ( )
Hide the CanvasItem if it's currently visible. This is equivalent to setting visible to false
.
bool is_local_transform_notification_enabled ( ) const
Returns true
if local transform notifications are communicated to children.
bool is_set_as_toplevel ( ) const
Returns true
if the node is set as top-level. See set_as_toplevel.
bool is_transform_notification_enabled ( ) const
Returns true
if global transform notifications are communicated to children.
bool is_visible_in_tree ( ) const
Returns true
if the node is present in the SceneTree, its visible property is true
and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is consequently not drawn (see _draw).
Vector2 make_canvas_position_local ( Vector2 screen_point ) const
Assigns screen_point
as this node's new local transform.
InputEvent make_input_local ( InputEvent event ) const
Transformations issued by event
's inputs are applied in local space instead of global space.
void set_as_toplevel ( bool enable )
If enable
is true
, this CanvasItem will not inherit its transform from parent CanvasItems. Its draw order will also be changed to make it draw on top of other CanvasItems that are not set as top-level. The CanvasItem will effectively act as if it was placed as a child of a bare Node. See also is_set_as_toplevel.
void set_notify_local_transform ( bool enable )
If enable
is true
, this node will receive NOTIFICATION_LOCAL_TRANSFORM_CHANGED when its local transform changes.
void set_notify_transform ( bool enable )
If enable
is true
, this node will receive NOTIFICATION_TRANSFORM_CHANGED when its global transform changes.
void show ( )
Show the CanvasItem if it's currently hidden. This is equivalent to setting visible to true
. For controls that inherit Popup, the correct way to make them visible is to call one of the multiple popup*()
functions instead.
void update ( )
Queues the CanvasItem to redraw. During idle time, if CanvasItem is visible, NOTIFICATION_DRAW is sent and _draw is called. This only occurs once per frame, even if this method has been called multiple times.