a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
111 lines
3.7 KiB
C++
111 lines
3.7 KiB
C++
/*************************************************************************/
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/* canvas_layer.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 CANVAS_LAYER_H
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#define CANVAS_LAYER_H
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#include "scene/main/node.h"
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#include "scene/resources/world_2d.h"
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class Viewport;
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class CanvasLayer : public Node {
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GDCLASS(CanvasLayer, Node);
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bool locrotscale_dirty;
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Vector2 ofs;
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Size2 scale;
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real_t rot;
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int layer;
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Transform2D transform;
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RID canvas;
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ObjectID custom_viewport_id; // to check validity
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Viewport *custom_viewport;
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RID viewport;
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Viewport *vp;
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int sort_index;
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bool follow_viewport;
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float follow_viewport_scale;
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void _update_xform();
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void _update_locrotscale();
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void _update_follow_viewport(bool p_force_exit = false);
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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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void set_layer(int p_xform);
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int get_layer() const;
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void set_transform(const Transform2D &p_xform);
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Transform2D get_transform() const;
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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_rotation(real_t p_radians);
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real_t get_rotation() const;
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void set_rotation_degrees(real_t p_degrees);
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real_t get_rotation_degrees() const;
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void set_scale(const Size2 &p_scale);
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Size2 get_scale() const;
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Size2 get_viewport_size() const;
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RID get_viewport() 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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void reset_sort_index();
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int get_sort_index();
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void set_follow_viewport(bool p_enable);
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bool is_following_viewport() const;
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void set_follow_viewport_scale(float p_ratio);
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float get_follow_viewport_scale() const;
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RID get_canvas() const;
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CanvasLayer();
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~CanvasLayer();
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};
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#endif // CANVAS_LAYER_H
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