bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
119 lines
4.3 KiB
C++
119 lines
4.3 KiB
C++
/*************************************************************************/
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/* node_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NODE2D_H
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#define NODE2D_H
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#include "scene/2d/canvas_item.h"
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class Node2D : public CanvasItem {
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GDCLASS(Node2D, CanvasItem );
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Point2 pos;
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float angle;
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Size2 _scale;
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int z;
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bool z_relative;
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Transform2D _mat;
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bool _xform_dirty;
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void _update_transform();
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// Deprecated, should be removed in a future version.
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void _set_rotd(float p_angle);
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float _get_rotd() const;
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void _update_xform_values();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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virtual Variant edit_get_state() const;
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virtual void edit_set_state(const Variant& p_state);
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virtual void edit_set_rect(const Rect2& p_edit_rect);
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virtual void edit_rotate(float p_rot);
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_position(const Point2& p_pos);
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void set_rotation(float p_radians);
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void set_rotation_in_degrees(float p_degrees);
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void set_scale(const Size2& p_scale);
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void rotate(float p_radians);
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void move_x(float p_delta,bool p_scaled=false);
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void move_y(float p_delta,bool p_scaled=false);
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void translate(const Vector2& p_amount);
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void global_translate(const Vector2& p_amount);
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void scale(const Size2& p_amount);
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Point2 get_position() const;
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float get_rotation() const;
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float get_rotation_in_degrees() const;
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Size2 get_scale() const;
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Point2 get_global_position() const;
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float get_global_rotation() const;
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float get_global_rotation_in_degrees() const;
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Size2 get_global_scale() const;
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virtual Rect2 get_item_rect() const;
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void set_transform(const Transform2D& p_transform);
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void set_global_transform(const Transform2D& p_transform);
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void set_global_position(const Point2& p_pos);
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void set_global_rotation(float p_radians);
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void set_global_rotation_in_degrees(float p_degrees);
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void set_global_scale(const Size2& p_scale);
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void set_z(int p_z);
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int get_z() const;
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void look_at(const Vector2& p_pos);
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float get_angle_to(const Vector2& p_pos) const;
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void set_z_as_relative(bool p_enabled);
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bool is_z_relative() const;
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Transform2D get_relative_transform_to_parent(const Node *p_parent) const;
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Transform2D get_transform() const;
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Node2D();
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};
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#endif // NODE2D_H
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