godot/scene/main/canvas_layer.h
2017-11-10 09:09:30 +01:00

99 lines
3.4 KiB
C++

/*************************************************************************/
/* canvas_layer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CANVAS_LAYER_H
#define CANVAS_LAYER_H
#include "scene/main/node.h"
#include "scene/resources/world_2d.h"
class Viewport;
class CanvasLayer : public Node {
GDCLASS(CanvasLayer, Node);
bool locrotscale_dirty;
Vector2 ofs;
Size2 scale;
real_t rot;
int layer;
Transform2D transform;
Ref<World2D> canvas;
ObjectID custom_viewport_id; // to check validity
Viewport *custom_viewport;
RID viewport;
Viewport *vp;
int sort_index;
void _update_xform();
void _update_locrotscale();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_layer(int p_xform);
int get_layer() const;
void set_transform(const Transform2D &p_xform);
Transform2D get_transform() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_rotation(real_t p_radians);
real_t get_rotation() const;
void set_rotationd(real_t p_degrees);
real_t get_rotationd() const;
void set_scale(const Size2 &p_scale);
Size2 get_scale() const;
Ref<World2D> get_world_2d() const;
Size2 get_viewport_size() const;
RID get_viewport() const;
void set_custom_viewport(Node *p_viewport);
Node *get_custom_viewport() const;
void reset_sort_index();
int get_sort_index();
CanvasLayer();
};
#endif // CANVAS_LAYER_H