0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
175 lines
5.3 KiB
C++
175 lines
5.3 KiB
C++
/*************************************************************************/
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/* camera_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 CAMERA_2D_H
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#define CAMERA_2D_H
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#include "scene/2d/node_2d.h"
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#include "scene/main/window.h"
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class Camera2D : public Node2D {
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GDCLASS(Camera2D, Node2D);
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public:
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enum AnchorMode {
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ANCHOR_MODE_FIXED_TOP_LEFT,
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ANCHOR_MODE_DRAG_CENTER
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};
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enum Camera2DProcessMode {
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CAMERA2D_PROCESS_PHYSICS,
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CAMERA2D_PROCESS_IDLE
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};
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protected:
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Point2 camera_pos;
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Point2 smoothed_camera_pos;
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bool first;
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ObjectID custom_viewport_id; // to check validity
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Viewport *custom_viewport;
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Viewport *viewport;
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StringName group_name;
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StringName canvas_group_name;
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RID canvas;
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Vector2 offset;
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Vector2 zoom;
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AnchorMode anchor_mode;
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bool rotating;
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bool current;
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float smoothing;
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bool smoothing_enabled;
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int limit[4];
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bool limit_smoothing_enabled;
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float drag_margin[4];
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bool h_drag_enabled;
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bool v_drag_enabled;
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float h_ofs;
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float v_ofs;
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bool h_offset_changed;
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bool v_offset_changed;
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Point2 camera_screen_center;
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void _update_process_mode();
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void _update_scroll();
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void _make_current(Object *p_which);
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void _set_current(bool p_current);
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void _set_old_smoothing(float p_enable);
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bool screen_drawing_enabled;
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bool limit_drawing_enabled;
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bool margin_drawing_enabled;
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Camera2DProcessMode process_mode;
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protected:
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virtual Transform2D get_camera_transform();
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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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void set_offset(const Vector2 &p_offset);
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Vector2 get_offset() const;
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void set_anchor_mode(AnchorMode p_anchor_mode);
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AnchorMode get_anchor_mode() const;
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void set_rotating(bool p_rotating);
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bool is_rotating() const;
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void set_limit(Margin p_margin, int p_limit);
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int get_limit(Margin p_margin) const;
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void set_limit_smoothing_enabled(bool enable);
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bool is_limit_smoothing_enabled() const;
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void set_h_drag_enabled(bool p_enabled);
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bool is_h_drag_enabled() const;
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void set_v_drag_enabled(bool p_enabled);
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bool is_v_drag_enabled() const;
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void set_drag_margin(Margin p_margin, float p_drag_margin);
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float get_drag_margin(Margin p_margin) const;
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void set_v_offset(float p_offset);
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float get_v_offset() const;
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void set_h_offset(float p_offset);
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float get_h_offset() const;
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void set_enable_follow_smoothing(bool p_enabled);
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bool is_follow_smoothing_enabled() const;
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void set_follow_smoothing(float p_speed);
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float get_follow_smoothing() const;
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void set_process_mode(Camera2DProcessMode p_mode);
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Camera2DProcessMode get_process_mode() const;
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void make_current();
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void clear_current();
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bool is_current() const;
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void set_zoom(const Vector2 &p_zoom);
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Vector2 get_zoom() const;
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Point2 get_camera_screen_center() const;
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void set_custom_viewport(Node *p_viewport);
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Node *get_custom_viewport() const;
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Vector2 get_camera_position() const;
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void force_update_scroll();
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void reset_smoothing();
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void align();
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void set_screen_drawing_enabled(bool enable);
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bool is_screen_drawing_enabled() const;
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void set_limit_drawing_enabled(bool enable);
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bool is_limit_drawing_enabled() const;
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void set_margin_drawing_enabled(bool enable);
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bool is_margin_drawing_enabled() const;
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Camera2D();
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};
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VARIANT_ENUM_CAST(Camera2D::AnchorMode);
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VARIANT_ENUM_CAST(Camera2D::Camera2DProcessMode);
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#endif // CAMERA_2D_H
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