/**************************************************************************/ /* camera_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "camera_2d.h" #include "core/engine.h" #include "core/math/math_funcs.h" #include "scene/scene_string_names.h" #include "servers/visual_server.h" void Camera2D::_update_scroll() { if (!is_inside_tree()) { return; } if (Engine::get_singleton()->is_editor_hint()) { update(); // Only set viewport transform when not bound to the main viewport. if (get_viewport() == get_tree()->get_edited_scene_root()->get_viewport()) { return; } } if (!viewport) { return; } if (current) { ERR_FAIL_COND(custom_viewport && !ObjectDB::get_instance(custom_viewport_id)); Transform2D xform; if (is_physics_interpolated_and_enabled()) { xform = _interpolation_data.xform_prev.interpolate_with(_interpolation_data.xform_curr, Engine::get_singleton()->get_physics_interpolation_fraction()); } else { xform = get_camera_transform(); } viewport->set_canvas_transform(xform); Size2 screen_size = viewport->get_visible_rect().size; Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5) : Point2()); get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_camera_moved", xform, screen_offset); }; } void Camera2D::_update_process_mode() { if (is_physics_interpolated_and_enabled()) { set_process_internal(is_current()); set_physics_process_internal(is_current()); #ifdef TOOLS_ENABLED if (process_mode == CAMERA2D_PROCESS_IDLE) { WARN_PRINT_ONCE("Camera2D overridden to physics process mode due to use of physics interpolation."); } #endif } else { // Smoothing can be enabled in the editor but will never be active. if (process_mode == CAMERA2D_PROCESS_IDLE) { set_process_internal(smoothing_active); set_physics_process_internal(false); } else { set_process_internal(false); set_physics_process_internal(smoothing_active); } } } void Camera2D::_setup_viewport() { // Disconnect signal on previous viewport if there's one. if (viewport && viewport->is_connected("size_changed", this, "_update_scroll")) { viewport->disconnect("size_changed", this, "_update_scroll"); } if (custom_viewport && ObjectDB::get_instance(custom_viewport_id)) { viewport = custom_viewport; } else { viewport = get_viewport(); } RID vp = viewport->get_viewport_rid(); group_name = "__cameras_" + itos(vp.get_id()); canvas_group_name = "__cameras_c" + itos(canvas.get_id()); add_to_group(group_name); add_to_group(canvas_group_name); viewport->connect("size_changed", this, "_update_scroll"); } void Camera2D::set_zoom(const Vector2 &p_zoom) { // Setting zoom to zero causes 'affine_invert' issues ERR_FAIL_COND_MSG(Math::is_zero_approx(p_zoom.x) || Math::is_zero_approx(p_zoom.y), "Zoom level must be different from 0 (can be negative)."); zoom = p_zoom; Point2 old_smoothed_camera_pos = smoothed_camera_pos; _update_scroll(); smoothed_camera_pos = old_smoothed_camera_pos; }; Vector2 Camera2D::get_zoom() const { return zoom; }; Transform2D Camera2D::get_camera_transform() { if (!get_tree() || !viewport) { return Transform2D(); } ERR_FAIL_COND_V(custom_viewport && !ObjectDB::get_instance(custom_viewport_id), Transform2D()); Size2 screen_size = viewport->get_visible_rect().size; Point2 new_camera_pos = get_global_transform().get_origin(); Point2 ret_camera_pos; if (!first) { if (anchor_mode == ANCHOR_MODE_DRAG_CENTER) { if (h_drag_enabled && !Engine::get_singleton()->is_editor_hint() && !h_offset_changed) { camera_pos.x = MIN(camera_pos.x, (new_camera_pos.x + screen_size.x * 0.5 * zoom.x * drag_margin[MARGIN_LEFT])); camera_pos.x = MAX(camera_pos.x, (new_camera_pos.x - screen_size.x * 0.5 * zoom.x * drag_margin[MARGIN_RIGHT])); } else { if (h_ofs < 0) { camera_pos.x = new_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_RIGHT] * h_ofs; } else { camera_pos.x = new_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_LEFT] * h_ofs; } h_offset_changed = false; } if (v_drag_enabled && !Engine::get_singleton()->is_editor_hint() && !v_offset_changed) { camera_pos.y = MIN(camera_pos.y, (new_camera_pos.y + screen_size.y * 0.5 * zoom.y * drag_margin[MARGIN_TOP])); camera_pos.y = MAX(camera_pos.y, (new_camera_pos.y - screen_size.y * 0.5 * zoom.y * drag_margin[MARGIN_BOTTOM])); } else { if (v_ofs < 0) { camera_pos.y = new_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_BOTTOM] * v_ofs; } else { camera_pos.y = new_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_TOP] * v_ofs; } v_offset_changed = false; } } else if (anchor_mode == ANCHOR_MODE_FIXED_TOP_LEFT) { camera_pos = new_camera_pos; } Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5 * zoom) : Point2()); Rect2 screen_rect(-screen_offset + camera_pos, screen_size * zoom); if (limit_smoothing_enabled) { if (screen_rect.position.x < limit[MARGIN_LEFT]) { camera_pos.x -= screen_rect.position.x - limit[MARGIN_LEFT]; } if (screen_rect.position.x + screen_rect.size.x > limit[MARGIN_RIGHT]) { camera_pos.x -= screen_rect.position.x + screen_rect.size.x - limit[MARGIN_RIGHT]; } if (screen_rect.position.y + screen_rect.size.y > limit[MARGIN_BOTTOM]) { camera_pos.y -= screen_rect.position.y + screen_rect.size.y - limit[MARGIN_BOTTOM]; } if (screen_rect.position.y < limit[MARGIN_TOP]) { camera_pos.y -= screen_rect.position.y - limit[MARGIN_TOP]; } } // TODO .. // There is a bug here. // Smoothing occurs rather confusingly // during the call to get_camera_transform(). // It may be called MULTIPLE TIMES on certain frames, // therefore smoothing is not currently applied only once per frame / tick, // which will result in some haphazard results. if (smoothing_active) { // Note that if we are using physics interpolation, // processing will always be physics based (it ignores the process mode set in the UI). bool physics_process = (process_mode == CAMERA2D_PROCESS_PHYSICS) || is_physics_interpolated_and_enabled(); float delta = physics_process ? get_physics_process_delta_time() : get_process_delta_time(); float c = smoothing * delta; smoothed_camera_pos = ((camera_pos - smoothed_camera_pos) * c) + smoothed_camera_pos; ret_camera_pos = smoothed_camera_pos; } else { ret_camera_pos = smoothed_camera_pos = camera_pos; } } else { ret_camera_pos = smoothed_camera_pos = camera_pos = new_camera_pos; first = false; } Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5 * zoom) : Point2()); float angle = get_global_transform().get_rotation(); if (rotating) { screen_offset = screen_offset.rotated(angle); } Rect2 screen_rect(-screen_offset + ret_camera_pos, screen_size * zoom); if (!smoothing_enabled || !limit_smoothing_enabled) { if (screen_rect.position.x < limit[MARGIN_LEFT]) { screen_rect.position.x = limit[MARGIN_LEFT]; } if (screen_rect.position.x + screen_rect.size.x > limit[MARGIN_RIGHT]) { screen_rect.position.x = limit[MARGIN_RIGHT] - screen_rect.size.x; } if (screen_rect.position.y + screen_rect.size.y > limit[MARGIN_BOTTOM]) { screen_rect.position.y = limit[MARGIN_BOTTOM] - screen_rect.size.y; } if (screen_rect.position.y < limit[MARGIN_TOP]) { screen_rect.position.y = limit[MARGIN_TOP]; } } if (offset != Vector2()) { screen_rect.position += offset; } camera_screen_center = screen_rect.position + screen_rect.size * 0.5; Transform2D xform; xform.scale_basis(zoom); if (rotating) { xform.set_rotation(angle); } xform.set_origin(screen_rect.position); return (xform).affine_inverse(); } void Camera2D::_ensure_update_interpolation_data() { // The curr -> previous update can either occur // on the INTERNAL_PHYSICS_PROCESS OR // on NOTIFICATION_TRANSFORM_CHANGED, // if NOTIFICATION_TRANSFORM_CHANGED takes place // earlier than INTERNAL_PHYSICS_PROCESS on a tick. // This is to ensure that the data keeps flowing, but the new data // doesn't overwrite before prev has been set. // Keep the data flowing. uint64_t tick = Engine::get_singleton()->get_physics_frames(); if (_interpolation_data.last_update_physics_tick != tick) { _interpolation_data.xform_prev = _interpolation_data.xform_curr; _interpolation_data.last_update_physics_tick = tick; } } void Camera2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_INTERNAL_PROCESS: { _update_scroll(); } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (is_physics_interpolated_and_enabled()) { _ensure_update_interpolation_data(); _interpolation_data.xform_curr = get_camera_transform(); } else { _update_scroll(); } } break; case NOTIFICATION_RESET_PHYSICS_INTERPOLATION: { // Force the limits etc to update. _interpolation_data.xform_curr = get_camera_transform(); _interpolation_data.xform_prev = _interpolation_data.xform_curr; } break; case NOTIFICATION_PAUSED: { if (is_physics_interpolated_and_enabled()) { _update_scroll(); } } break; case NOTIFICATION_TRANSFORM_CHANGED: { if (!smoothing_active && !is_physics_interpolated_and_enabled()) { _update_scroll(); } if (is_physics_interpolated_and_enabled()) { _ensure_update_interpolation_data(); if (Engine::get_singleton()->is_in_physics_frame()) { _interpolation_data.xform_curr = get_camera_transform(); } } } break; case NOTIFICATION_ENTER_TREE: { ERR_FAIL_COND(!is_inside_tree()); canvas = get_canvas(); _setup_viewport(); _update_process_mode(); // if a camera enters the tree that is set to current, // it should take over as the current camera, and mark // all other cameras as non current first = true; _set_current(current); // Note that NOTIFICATION_RESET_PHYSICS_INTERPOLATION // is automatically called before this because Camera2D is inherited // from CanvasItem. However, the camera transform is not up to date // until this point, so we do an extra manual reset. if (is_physics_interpolated_and_enabled()) { _interpolation_data.xform_curr = get_camera_transform(); _interpolation_data.xform_prev = _interpolation_data.xform_curr; } } break; case NOTIFICATION_EXIT_TREE: { const bool viewport_valid = !custom_viewport || ObjectDB::get_instance(custom_viewport_id); if (is_current()) { if (viewport && viewport_valid) { viewport->set_canvas_transform(Transform2D()); } } if (viewport && viewport_valid) { viewport->disconnect("size_changed", this, "_update_scroll"); } remove_from_group(group_name); remove_from_group(canvas_group_name); viewport = nullptr; } break; #ifdef TOOLS_ENABLED case NOTIFICATION_DRAW: { if (!is_inside_tree() || !Engine::get_singleton()->is_editor_hint()) { break; } if (screen_drawing_enabled) { Color area_axis_color(1, 0.4, 1, 0.63); float area_axis_width = 1; if (is_current()) { area_axis_width = 3; } Transform2D inv_camera_transform = get_camera_transform().affine_inverse(); Size2 screen_size = get_viewport_rect().size; Vector2 screen_endpoints[4] = { inv_camera_transform.xform(Vector2(0, 0)), inv_camera_transform.xform(Vector2(screen_size.width, 0)), inv_camera_transform.xform(Vector2(screen_size.width, screen_size.height)), inv_camera_transform.xform(Vector2(0, screen_size.height)) }; Transform2D inv_transform = get_global_transform().affine_inverse(); // undo global space for (int i = 0; i < 4; i++) { draw_line(inv_transform.xform(screen_endpoints[i]), inv_transform.xform(screen_endpoints[(i + 1) % 4]), area_axis_color, area_axis_width); } } if (limit_drawing_enabled) { Color limit_drawing_color(1, 1, 0.25, 0.63); float limit_drawing_width = 1; if (is_current()) { limit_drawing_width = 3; } Vector2 camera_origin = get_global_transform().get_origin(); Vector2 camera_scale = get_global_transform().get_scale().abs(); Vector2 limit_points[4] = { (Vector2(limit[MARGIN_LEFT], limit[MARGIN_TOP]) - camera_origin) / camera_scale, (Vector2(limit[MARGIN_RIGHT], limit[MARGIN_TOP]) - camera_origin) / camera_scale, (Vector2(limit[MARGIN_RIGHT], limit[MARGIN_BOTTOM]) - camera_origin) / camera_scale, (Vector2(limit[MARGIN_LEFT], limit[MARGIN_BOTTOM]) - camera_origin) / camera_scale }; for (int i = 0; i < 4; i++) { draw_line(limit_points[i], limit_points[(i + 1) % 4], limit_drawing_color, limit_drawing_width); } } if (margin_drawing_enabled) { Color margin_drawing_color(0.25, 1, 1, 0.63); float margin_drawing_width = 1; if (is_current()) { margin_drawing_width = 3; } Transform2D inv_camera_transform = get_camera_transform().affine_inverse(); Size2 screen_size = get_viewport_rect().size; Vector2 margin_endpoints[4] = { inv_camera_transform.xform(Vector2((screen_size.width / 2) - ((screen_size.width / 2) * drag_margin[MARGIN_LEFT]), (screen_size.height / 2) - ((screen_size.height / 2) * drag_margin[MARGIN_TOP]))), inv_camera_transform.xform(Vector2((screen_size.width / 2) + ((screen_size.width / 2) * drag_margin[MARGIN_RIGHT]), (screen_size.height / 2) - ((screen_size.height / 2) * drag_margin[MARGIN_TOP]))), inv_camera_transform.xform(Vector2((screen_size.width / 2) + ((screen_size.width / 2) * drag_margin[MARGIN_RIGHT]), (screen_size.height / 2) + ((screen_size.height / 2) * drag_margin[MARGIN_BOTTOM]))), inv_camera_transform.xform(Vector2((screen_size.width / 2) - ((screen_size.width / 2) * drag_margin[MARGIN_LEFT]), (screen_size.height / 2) + ((screen_size.height / 2) * drag_margin[MARGIN_BOTTOM]))) }; Transform2D inv_transform = get_global_transform().affine_inverse(); // undo global space for (int i = 0; i < 4; i++) { draw_line(inv_transform.xform(margin_endpoints[i]), inv_transform.xform(margin_endpoints[(i + 1) % 4]), margin_drawing_color, margin_drawing_width); } } } break; #endif } } void Camera2D::set_offset(const Vector2 &p_offset) { offset = p_offset; Point2 old_smoothed_camera_pos = smoothed_camera_pos; _update_scroll(); smoothed_camera_pos = old_smoothed_camera_pos; } Vector2 Camera2D::get_offset() const { return offset; } void Camera2D::set_anchor_mode(AnchorMode p_anchor_mode) { anchor_mode = p_anchor_mode; _update_scroll(); } Camera2D::AnchorMode Camera2D::get_anchor_mode() const { return anchor_mode; } void Camera2D::set_rotating(bool p_rotating) { rotating = p_rotating; Point2 old_smoothed_camera_pos = smoothed_camera_pos; _update_scroll(); smoothed_camera_pos = old_smoothed_camera_pos; } bool Camera2D::is_rotating() const { return rotating; } void Camera2D::set_process_mode(Camera2DProcessMode p_mode) { if (process_mode == p_mode) { return; } process_mode = p_mode; _update_process_mode(); } Camera2D::Camera2DProcessMode Camera2D::get_process_mode() const { return process_mode; } void Camera2D::_make_current(Object *p_which) { bool new_current = false; if (p_which == this) { new_current = true; } if (new_current != current) { current = new_current; _update_process_mode(); } } void Camera2D::_set_current(bool p_current) { if (p_current) { make_current(); } current = p_current; _update_process_mode(); update(); } bool Camera2D::is_current() const { return current; } void Camera2D::make_current() { if (!is_inside_tree()) { current = true; } else { get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", this); } _update_scroll(); _update_process_mode(); } void Camera2D::clear_current() { current = false; if (is_inside_tree()) { get_tree()->call_group_flags(SceneTree::GROUP_CALL_REALTIME, group_name, "_make_current", (Object *)nullptr); } _update_process_mode(); } void Camera2D::set_limit(Margin p_margin, int p_limit) { ERR_FAIL_INDEX((int)p_margin, 4); limit[p_margin] = p_limit; Point2 old_smoothed_camera_pos = smoothed_camera_pos; _update_scroll(); smoothed_camera_pos = old_smoothed_camera_pos; } int Camera2D::get_limit(Margin p_margin) const { ERR_FAIL_INDEX_V((int)p_margin, 4, 0); return limit[p_margin]; } void Camera2D::set_limit_smoothing_enabled(bool enable) { limit_smoothing_enabled = enable; _update_scroll(); } bool Camera2D::is_limit_smoothing_enabled() const { return limit_smoothing_enabled; } void Camera2D::set_drag_margin(Margin p_margin, float p_drag_margin) { ERR_FAIL_INDEX((int)p_margin, 4); drag_margin[p_margin] = p_drag_margin; update(); } float Camera2D::get_drag_margin(Margin p_margin) const { ERR_FAIL_INDEX_V((int)p_margin, 4, 0); return drag_margin[p_margin]; } Vector2 Camera2D::get_camera_position() const { return camera_pos; } void Camera2D::force_update_scroll() { _update_scroll(); } void Camera2D::reset_smoothing() { _update_scroll(); smoothed_camera_pos = camera_pos; } void Camera2D::align() { ERR_FAIL_COND(!is_inside_tree() || !viewport); ERR_FAIL_COND(custom_viewport && !ObjectDB::get_instance(custom_viewport_id)); Size2 screen_size = viewport->get_visible_rect().size; Point2 current_camera_pos = get_global_transform().get_origin(); if (anchor_mode == ANCHOR_MODE_DRAG_CENTER) { if (h_ofs < 0) { camera_pos.x = current_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_RIGHT] * h_ofs; } else { camera_pos.x = current_camera_pos.x + screen_size.x * 0.5 * drag_margin[MARGIN_LEFT] * h_ofs; } if (v_ofs < 0) { camera_pos.y = current_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_TOP] * v_ofs; } else { camera_pos.y = current_camera_pos.y + screen_size.y * 0.5 * drag_margin[MARGIN_BOTTOM] * v_ofs; } } else if (anchor_mode == ANCHOR_MODE_FIXED_TOP_LEFT) { camera_pos = current_camera_pos; } _update_scroll(); } void Camera2D::set_follow_smoothing(float p_speed) { smoothing = p_speed; } float Camera2D::get_follow_smoothing() const { return smoothing; } Point2 Camera2D::get_camera_screen_center() const { return camera_screen_center; } void Camera2D::set_h_drag_enabled(bool p_enabled) { h_drag_enabled = p_enabled; } bool Camera2D::is_h_drag_enabled() const { return h_drag_enabled; } void Camera2D::set_v_drag_enabled(bool p_enabled) { v_drag_enabled = p_enabled; } bool Camera2D::is_v_drag_enabled() const { return v_drag_enabled; } void Camera2D::set_v_offset(float p_offset) { v_ofs = p_offset; v_offset_changed = true; Point2 old_smoothed_camera_pos = smoothed_camera_pos; _update_scroll(); smoothed_camera_pos = old_smoothed_camera_pos; } float Camera2D::get_v_offset() const { return v_ofs; } void Camera2D::set_h_offset(float p_offset) { h_ofs = p_offset; h_offset_changed = true; Point2 old_smoothed_camera_pos = smoothed_camera_pos; _update_scroll(); smoothed_camera_pos = old_smoothed_camera_pos; } float Camera2D::get_h_offset() const { return h_ofs; } void Camera2D::set_enable_follow_smoothing(bool p_enabled) { // watch for situation where an pre-enabled camera is added to the tree // processing must be resumed and bypass this noop check // (this currently works but is a possible future bug) if (smoothing_enabled == p_enabled) { return; } // Separate the logic between enabled and active, because the smoothing // cannot be active in the editor. This can be done without a separate flag // but is bug prone so this approach is easier to follow. smoothing_enabled = p_enabled; smoothing_active = smoothing_enabled && !Engine::get_singleton()->is_editor_hint(); // keep the processing up to date after each change _update_process_mode(); } bool Camera2D::is_follow_smoothing_enabled() const { return smoothing_enabled; } void Camera2D::set_custom_viewport(Node *p_viewport) { ERR_FAIL_NULL(p_viewport); if (is_inside_tree()) { remove_from_group(group_name); remove_from_group(canvas_group_name); } if (custom_viewport && !ObjectDB::get_instance(custom_viewport_id)) { viewport = nullptr; } custom_viewport = Object::cast_to(p_viewport); if (custom_viewport) { custom_viewport_id = custom_viewport->get_instance_id(); } else { custom_viewport_id = 0; } if (is_inside_tree()) { _setup_viewport(); } } Node *Camera2D::get_custom_viewport() const { return custom_viewport; } void Camera2D::set_screen_drawing_enabled(bool enable) { screen_drawing_enabled = enable; #ifdef TOOLS_ENABLED update(); #endif } bool Camera2D::is_screen_drawing_enabled() const { return screen_drawing_enabled; } void Camera2D::set_limit_drawing_enabled(bool enable) { limit_drawing_enabled = enable; #ifdef TOOLS_ENABLED update(); #endif } bool Camera2D::is_limit_drawing_enabled() const { return limit_drawing_enabled; } void Camera2D::set_margin_drawing_enabled(bool enable) { margin_drawing_enabled = enable; #ifdef TOOLS_ENABLED update(); #endif } bool Camera2D::is_margin_drawing_enabled() const { return margin_drawing_enabled; } void Camera2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Camera2D::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &Camera2D::get_offset); ClassDB::bind_method(D_METHOD("set_anchor_mode", "anchor_mode"), &Camera2D::set_anchor_mode); ClassDB::bind_method(D_METHOD("get_anchor_mode"), &Camera2D::get_anchor_mode); ClassDB::bind_method(D_METHOD("set_rotating", "rotating"), &Camera2D::set_rotating); ClassDB::bind_method(D_METHOD("is_rotating"), &Camera2D::is_rotating); ClassDB::bind_method(D_METHOD("make_current"), &Camera2D::make_current); ClassDB::bind_method(D_METHOD("clear_current"), &Camera2D::clear_current); ClassDB::bind_method(D_METHOD("_make_current"), &Camera2D::_make_current); ClassDB::bind_method(D_METHOD("_update_scroll"), &Camera2D::_update_scroll); ClassDB::bind_method(D_METHOD("set_process_mode", "mode"), &Camera2D::set_process_mode); ClassDB::bind_method(D_METHOD("get_process_mode"), &Camera2D::get_process_mode); ClassDB::bind_method(D_METHOD("_set_current", "current"), &Camera2D::_set_current); ClassDB::bind_method(D_METHOD("is_current"), &Camera2D::is_current); ClassDB::bind_method(D_METHOD("set_limit", "margin", "limit"), &Camera2D::set_limit); ClassDB::bind_method(D_METHOD("get_limit", "margin"), &Camera2D::get_limit); ClassDB::bind_method(D_METHOD("set_limit_smoothing_enabled", "limit_smoothing_enabled"), &Camera2D::set_limit_smoothing_enabled); ClassDB::bind_method(D_METHOD("is_limit_smoothing_enabled"), &Camera2D::is_limit_smoothing_enabled); ClassDB::bind_method(D_METHOD("set_v_drag_enabled", "enabled"), &Camera2D::set_v_drag_enabled); ClassDB::bind_method(D_METHOD("is_v_drag_enabled"), &Camera2D::is_v_drag_enabled); ClassDB::bind_method(D_METHOD("set_h_drag_enabled", "enabled"), &Camera2D::set_h_drag_enabled); ClassDB::bind_method(D_METHOD("is_h_drag_enabled"), &Camera2D::is_h_drag_enabled); ClassDB::bind_method(D_METHOD("set_v_offset", "ofs"), &Camera2D::set_v_offset); ClassDB::bind_method(D_METHOD("get_v_offset"), &Camera2D::get_v_offset); ClassDB::bind_method(D_METHOD("set_h_offset", "ofs"), &Camera2D::set_h_offset); ClassDB::bind_method(D_METHOD("get_h_offset"), &Camera2D::get_h_offset); ClassDB::bind_method(D_METHOD("set_drag_margin", "margin", "drag_margin"), &Camera2D::set_drag_margin); ClassDB::bind_method(D_METHOD("get_drag_margin", "margin"), &Camera2D::get_drag_margin); ClassDB::bind_method(D_METHOD("get_camera_position"), &Camera2D::get_camera_position); ClassDB::bind_method(D_METHOD("get_camera_screen_center"), &Camera2D::get_camera_screen_center); ClassDB::bind_method(D_METHOD("set_zoom", "zoom"), &Camera2D::set_zoom); ClassDB::bind_method(D_METHOD("get_zoom"), &Camera2D::get_zoom); ClassDB::bind_method(D_METHOD("set_custom_viewport", "viewport"), &Camera2D::set_custom_viewport); ClassDB::bind_method(D_METHOD("get_custom_viewport"), &Camera2D::get_custom_viewport); ClassDB::bind_method(D_METHOD("set_follow_smoothing", "follow_smoothing"), &Camera2D::set_follow_smoothing); ClassDB::bind_method(D_METHOD("get_follow_smoothing"), &Camera2D::get_follow_smoothing); ClassDB::bind_method(D_METHOD("set_enable_follow_smoothing", "follow_smoothing"), &Camera2D::set_enable_follow_smoothing); ClassDB::bind_method(D_METHOD("is_follow_smoothing_enabled"), &Camera2D::is_follow_smoothing_enabled); ClassDB::bind_method(D_METHOD("force_update_scroll"), &Camera2D::force_update_scroll); ClassDB::bind_method(D_METHOD("reset_smoothing"), &Camera2D::reset_smoothing); ClassDB::bind_method(D_METHOD("align"), &Camera2D::align); ClassDB::bind_method(D_METHOD("set_screen_drawing_enabled", "screen_drawing_enabled"), &Camera2D::set_screen_drawing_enabled); ClassDB::bind_method(D_METHOD("is_screen_drawing_enabled"), &Camera2D::is_screen_drawing_enabled); ClassDB::bind_method(D_METHOD("set_limit_drawing_enabled", "limit_drawing_enabled"), &Camera2D::set_limit_drawing_enabled); ClassDB::bind_method(D_METHOD("is_limit_drawing_enabled"), &Camera2D::is_limit_drawing_enabled); ClassDB::bind_method(D_METHOD("set_margin_drawing_enabled", "margin_drawing_enabled"), &Camera2D::set_margin_drawing_enabled); ClassDB::bind_method(D_METHOD("is_margin_drawing_enabled"), &Camera2D::is_margin_drawing_enabled); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::INT, "anchor_mode", PROPERTY_HINT_ENUM, "Fixed TopLeft,Drag Center"), "set_anchor_mode", "get_anchor_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotating"), "set_rotating", "is_rotating"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "_set_current", "is_current"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "zoom", PROPERTY_HINT_LINK), "set_zoom", "get_zoom"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "custom_viewport", PROPERTY_HINT_RESOURCE_TYPE, "Viewport", 0), "set_custom_viewport", "get_custom_viewport"); ADD_PROPERTY(PropertyInfo(Variant::INT, "process_mode", PROPERTY_HINT_ENUM, "Physics,Idle"), "set_process_mode", "get_process_mode"); ADD_GROUP("Limit", "limit_"); ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_left"), "set_limit", "get_limit", MARGIN_LEFT); ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_top"), "set_limit", "get_limit", MARGIN_TOP); ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_right"), "set_limit", "get_limit", MARGIN_RIGHT); ADD_PROPERTYI(PropertyInfo(Variant::INT, "limit_bottom"), "set_limit", "get_limit", MARGIN_BOTTOM); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "limit_smoothed"), "set_limit_smoothing_enabled", "is_limit_smoothing_enabled"); ADD_GROUP("Draw Margin", "draw_margin_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_margin_h_enabled"), "set_h_drag_enabled", "is_h_drag_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_margin_v_enabled"), "set_v_drag_enabled", "is_v_drag_enabled"); ADD_GROUP("Smoothing", "smoothing_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smoothing_enabled"), "set_enable_follow_smoothing", "is_follow_smoothing_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "smoothing_speed"), "set_follow_smoothing", "get_follow_smoothing"); ADD_GROUP("Offset", "offset_"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset_h", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_h_offset", "get_h_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset_v", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_v_offset", "get_v_offset"); ADD_GROUP("Drag Margin", "drag_margin_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_left", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_LEFT); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_top", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_TOP); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_right", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_RIGHT); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "drag_margin_bottom", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_drag_margin", "get_drag_margin", MARGIN_BOTTOM); ADD_GROUP("Editor", "editor_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_draw_screen"), "set_screen_drawing_enabled", "is_screen_drawing_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_draw_limits"), "set_limit_drawing_enabled", "is_limit_drawing_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_draw_drag_margin"), "set_margin_drawing_enabled", "is_margin_drawing_enabled"); BIND_ENUM_CONSTANT(ANCHOR_MODE_FIXED_TOP_LEFT); BIND_ENUM_CONSTANT(ANCHOR_MODE_DRAG_CENTER); BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_PHYSICS); BIND_ENUM_CONSTANT(CAMERA2D_PROCESS_IDLE); } Camera2D::Camera2D() { anchor_mode = ANCHOR_MODE_DRAG_CENTER; rotating = false; current = false; limit[MARGIN_LEFT] = -10000000; limit[MARGIN_TOP] = -10000000; limit[MARGIN_RIGHT] = 10000000; limit[MARGIN_BOTTOM] = 10000000; drag_margin[MARGIN_LEFT] = 0.2; drag_margin[MARGIN_TOP] = 0.2; drag_margin[MARGIN_RIGHT] = 0.2; drag_margin[MARGIN_BOTTOM] = 0.2; camera_pos = Vector2(); first = true; smoothing_enabled = false; smoothing_active = false; limit_smoothing_enabled = false; viewport = nullptr; custom_viewport = nullptr; custom_viewport_id = 0; process_mode = CAMERA2D_PROCESS_IDLE; smoothing = 5.0; zoom = Vector2(1, 1); screen_drawing_enabled = true; limit_drawing_enabled = false; margin_drawing_enabled = false; h_drag_enabled = false; v_drag_enabled = false; h_ofs = 0; v_ofs = 0; h_offset_changed = false; v_offset_changed = false; set_notify_transform(true); }