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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CanvasLayer" inherits= "Node" category= "Core" version= "3.0-stable" >
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<brief_description >
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Canvas drawing layer.
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</brief_description>
<description >
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Canvas drawing layer. [CanvasItem] nodes that are direct or indirect children of a [code]CanvasLayer[/code] will be drawn in that layer. The layer is a numeric index that defines the draw order. The default 2D scene renders with index 0, so a [code]CanvasLayer[/code] with index -1 will be drawn below, and one with index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or above), or backgrounds (in layer -1 or below).
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</description>
<tutorials >
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http://docs.godotengine.org/en/3.0/tutorials/2d/2d_transforms.html
http://docs.godotengine.org/en/3.0/tutorials/2d/canvas_layers.html
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</tutorials>
<demos >
</demos>
<methods >
<method name= "get_world_2d" qualifiers= "const" >
<return type= "World2D" >
</return>
<description >
Return the [World2D] used by this layer.
</description>
</method>
</methods>
<members >
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<member name= "custom_viewport" type= "Node" setter= "set_custom_viewport" getter= "get_custom_viewport" >
The custom [Viewport] node assigned to the [code]CanvasLayer[/code]. If null, uses the default viewport instead.
</member>
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<member name= "layer" type= "int" setter= "set_layer" getter= "get_layer" >
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Layer index for draw order. Lower values are drawn first. Default value: [code]1[/code].
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" >
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The layer's base offset.
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</member>
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<member name= "rotation" type= "float" setter= "set_rotation" getter= "get_rotation" >
The layer's rotation in radians.
</member>
<member name= "rotation_degrees" type= "float" setter= "set_rotation_degrees" getter= "get_rotation_degrees" >
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The layer's rotation in degrees.
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</member>
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<member name= "scale" type= "Vector2" setter= "set_scale" getter= "get_scale" >
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The layer's scale.
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</member>
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<member name= "transform" type= "Transform2D" setter= "set_transform" getter= "get_transform" >
The layer's transform.
</member>
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</members>
<constants >
</constants>
</class>