118eed485e
All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
104 lines
3.5 KiB
C++
104 lines
3.5 KiB
C++
/*************************************************************************/
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/* canvas_layer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CANVAS_LAYER_H
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#define CANVAS_LAYER_H
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#include "scene/main/node.h"
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#include "scene/resources/world_2d.h"
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class Viewport;
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class CanvasLayer : public Node {
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GDCLASS( CanvasLayer, Node );
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bool locrotscale_dirty;
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Vector2 ofs;
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Size2 scale;
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real_t rot;
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int layer;
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Matrix32 transform;
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Ref<World2D> canvas;
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ObjectID custom_viewport_id; // to check validity
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Viewport *custom_viewport;
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RID viewport;
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Viewport *vp;
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int sort_index;
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// Deprecated, should be removed in a future version.
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void _set_rotationd(real_t p_rotation);
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real_t _get_rotationd() const;
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void _update_xform();
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void _update_locrotscale();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_layer(int p_xform);
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int get_layer() const;
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void set_transform(const Matrix32& p_xform);
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Matrix32 get_transform() const;
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void set_offset(const Vector2& p_offset);
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Vector2 get_offset() const;
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void set_rotation(real_t p_radians);
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real_t get_rotation() const;
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void set_rotationd(real_t p_degrees);
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real_t get_rotationd() const;
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void set_scale(const Size2& p_scale);
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Size2 get_scale() const;
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Ref<World2D> get_world_2d() const;
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Size2 get_viewport_size() const;
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RID get_viewport() const;
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void set_custom_viewport(Node *p_viewport);
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Node* get_custom_viewport() const;
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void reset_sort_index();
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int get_sort_index();
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CanvasLayer();
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};
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#endif // CANVAS_LAYER_H
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