virtualx-engine/scene/2d/node_2d.h

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/*************************************************************************/
/* node_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 NODE2D_H
#define NODE2D_H
#include "scene/2d/canvas_item.h"
class Node2D : public CanvasItem {
OBJ_TYPE(Node2D, CanvasItem );
Point2 pos;
float angle;
Size2 _scale;
int z;
bool z_relative;
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Matrix32 _mat;
bool _xform_dirty;
void _update_transform();
// Deprecated, should be removed in a future version.
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void _set_rotd(float p_angle);
float _get_rotd() const;
void _update_xform_values();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual Variant edit_get_state() const;
virtual void edit_set_state(const Variant& p_state);
virtual void edit_set_rect(const Rect2& p_edit_rect);
virtual void edit_rotate(float p_rot);
virtual void edit_set_pivot(const Point2& p_pivot);
virtual Point2 edit_get_pivot() const;
virtual bool edit_has_pivot() const;
void set_pos(const Point2& p_pos);
void set_rot(float p_radians);
void set_rotd(float p_degrees);
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void set_scale(const Size2& p_scale);
void rotate(float p_radians);
void move_x(float p_delta,bool p_scaled=false);
void move_y(float p_delta,bool p_scaled=false);
void translate(const Vector2& p_amount);
void global_translate(const Vector2& p_amount);
void scale(const Size2& p_amount);
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Point2 get_pos() const;
float get_rot() const;
float get_rotd() const;
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Size2 get_scale() const;
Point2 get_global_pos() const;
virtual Rect2 get_item_rect() const;
void set_transform(const Matrix32& p_transform);
void set_global_transform(const Matrix32& p_transform);
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void set_global_pos(const Point2& p_pos);
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void set_z(int p_z);
int get_z() const;
void look_at(const Vector2& p_pos);
float get_angle_to(const Vector2& p_pos) const;
void set_z_as_relative(bool p_enabled);
bool is_z_relative() const;
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Matrix32 get_relative_transform_to_parent(const Node *p_parent) const;
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Matrix32 get_transform() const;
Node2D();
};
#endif // NODE2D_H