/**************************************************************************/ /* camera_2d.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef CAMERA_2D_H #define CAMERA_2D_H #include "scene/2d/node_2d.h" class Camera2D : public Node2D { GDCLASS(Camera2D, Node2D); public: enum AnchorMode { ANCHOR_MODE_FIXED_TOP_LEFT, ANCHOR_MODE_DRAG_CENTER }; enum Camera2DProcessCallback { CAMERA2D_PROCESS_PHYSICS, CAMERA2D_PROCESS_IDLE }; protected: Point2 camera_pos; Point2 smoothed_camera_pos; bool first = true; bool just_exited_tree = false; ObjectID custom_viewport_id; // to check validity Viewport *custom_viewport = nullptr; Viewport *viewport = nullptr; StringName group_name; StringName canvas_group_name; RID canvas; Vector2 offset; Vector2 zoom = Vector2(1, 1); Vector2 zoom_scale = Vector2(1, 1); AnchorMode anchor_mode = ANCHOR_MODE_DRAG_CENTER; bool ignore_rotation = true; bool enabled = true; real_t position_smoothing_speed = 5.0; bool position_smoothing_enabled = false; real_t camera_angle = 0.0; real_t rotation_smoothing_speed = 5.0; bool rotation_smoothing_enabled = false; int limit[4]; bool limit_smoothing_enabled = false; real_t drag_margin[4]; bool drag_horizontal_enabled = false; bool drag_vertical_enabled = false; real_t drag_horizontal_offset = 0.0; real_t drag_vertical_offset = 0.0; bool drag_horizontal_offset_changed = false; bool drag_vertical_offset_changed = false; Point2 camera_screen_center; bool _is_editing_in_editor() const; void _update_process_callback(); void _update_scroll(); void _make_current(Object *p_which); void _reset_just_exited() { just_exited_tree = false; } void _set_old_smoothing(real_t p_enable); void _update_process_internal_for_smoothing(); bool screen_drawing_enabled = true; bool limit_drawing_enabled = false; bool margin_drawing_enabled = false; Camera2DProcessCallback process_callback = CAMERA2D_PROCESS_IDLE; struct InterpolationData { Transform2D xform_curr; Transform2D xform_prev; uint32_t last_update_physics_tick = 0; } _interpolation_data; void _ensure_update_interpolation_data(); Size2 _get_camera_screen_size() const; protected: virtual Transform2D get_camera_transform(); void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: void set_offset(const Vector2 &p_offset); Vector2 get_offset() const; void set_anchor_mode(AnchorMode p_anchor_mode); AnchorMode get_anchor_mode() const; void set_ignore_rotation(bool p_ignore); bool is_ignoring_rotation() const; void set_limit(Side p_side, int p_limit); int get_limit(Side p_side) const; void set_limit_smoothing_enabled(bool enable); bool is_limit_smoothing_enabled() const; void set_drag_horizontal_enabled(bool p_enabled); bool is_drag_horizontal_enabled() const; void set_drag_vertical_enabled(bool p_enabled); bool is_drag_vertical_enabled() const; void set_drag_margin(Side p_side, real_t p_drag_margin); real_t get_drag_margin(Side p_side) const; void set_drag_horizontal_offset(real_t p_offset); real_t get_drag_horizontal_offset() const; void set_drag_vertical_offset(real_t p_offset); real_t get_drag_vertical_offset() const; void set_position_smoothing_enabled(bool p_enabled); bool is_position_smoothing_enabled() const; void set_position_smoothing_speed(real_t p_speed); real_t get_position_smoothing_speed() const; void set_rotation_smoothing_speed(real_t p_speed); real_t get_rotation_smoothing_speed() const; void set_rotation_smoothing_enabled(bool p_enabled); bool is_rotation_smoothing_enabled() const; void set_process_callback(Camera2DProcessCallback p_mode); Camera2DProcessCallback get_process_callback() const; void set_enabled(bool p_enabled); bool is_enabled() const; void make_current(); void clear_current(); bool is_current() const; void set_zoom(const Vector2 &p_zoom); Vector2 get_zoom() const; Point2 get_camera_screen_center() const; void set_custom_viewport(Node *p_viewport); Node *get_custom_viewport() const; Vector2 get_camera_position() const; void force_update_scroll(); void reset_smoothing(); void align(); void set_screen_drawing_enabled(bool enable); bool is_screen_drawing_enabled() const; void set_limit_drawing_enabled(bool enable); bool is_limit_drawing_enabled() const; void set_margin_drawing_enabled(bool enable); bool is_margin_drawing_enabled() const; Camera2D(); }; VARIANT_ENUM_CAST(Camera2D::AnchorMode); VARIANT_ENUM_CAST(Camera2D::Camera2DProcessCallback); #endif // CAMERA_2D_H