- Harmonise the camera override 2D and 3D APIs
- Switch to using Camera2D/3D nodes to provide override functionality. This makes for simpler code, gets rid of much of copy-pasted camera code and makes code that relies on current viewport camera such as VisibleOnScreenNotifiers and object picking work out of the box.
- Make camera override code only accesible within DEBUG_ENABLED builds
Fixes viewport scale being wrong at resolutions that are not
integer multiples of content_scale_factor.
This is done by allowing size_2d_override to be Size2 instead of
Size2i. This change is not propagated to the exposed SubViewport
to keep compatibility for now.
Currently the mouse cursor jumps in unexpected ways, when a `ViewPanner`
is used in SubViewports or embedded Windows.
This is caused by providing wrong coordinate systems to
Input::warp_mouse_motion.
This PR replaces the use of `Input::warp_mouse_motion` with
`Viewport::wrap_mouse_in_rect` and makes sure, that the correct
coordinate systems are used.
This change makes it necessary, that all classes, that currently
use ViewPanner, need to provide the correct Viewport to ViewPanner.
`Viewport.get_stretch_transform()` returns the automatically computed
2D stretch transform. Combined with `Transform2D.get_scale()`, this is
useful when using the `canvas_items` stretch mode in a project.
There are many situations where knowing this factor is useful:
- Divide Camera2D zoom to keep the size of the 2D game world identical
regardless of the 2D scale factor (so that UI elements can still be scaled).
- Make certain controls always drawn at 1:1 scale
(e.g. for the crosshair in a FPS). This is done by dividing the Control
node's scale by the scale factor.
Make Drag and Drop an application-wide operation.
This allows do drop on Controls in other Viewports/Windows.
In order to achieve this, `Viewport::_update_mouse_over` is adjusted to
remember the Control, that the mouse is over (possibly within nested
viewports). This Control is used as a basis for the Drop-operation, which
replaces the previous algorithm, which was only aware of the topmost
Viewport.
Also now all nodes in the SceneTree are notified about the Drag and Drop
operation, with the exception of SubViewports that are not children of
SubViewportContainers.
Make sure, that a windows initial state is `mouse_in_viewport = false`.
This makes sure, that the mouse entered notification is sent when the
mouse hovers a window for the first time.
For embedded Windows, `NOTIFICATION_WM_MOUSE_ENTER` is currently sent
twice in a row. Remove one of the places where it is sent.
`Window::_update_mouse_over()` is the correct one, because there it is
also called for native windows.