0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
127 lines
4.6 KiB
C++
127 lines
4.6 KiB
C++
/*************************************************************************/
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/* node_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 NODE2D_H
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#define NODE2D_H
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#include "scene/main/canvas_item.h"
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class Node2D : public CanvasItem {
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GDCLASS(Node2D, CanvasItem);
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Point2 pos;
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float angle;
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Size2 _scale;
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float skew;
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int z_index;
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bool z_relative;
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Transform2D _mat;
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bool _xform_dirty;
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void _update_transform();
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void _update_xform_values();
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protected:
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const;
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virtual void _edit_set_state(const Dictionary &p_state);
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virtual void _edit_set_position(const Point2 &p_position);
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virtual Point2 _edit_get_position() const;
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virtual void _edit_set_scale(const Size2 &p_scale);
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virtual Size2 _edit_get_scale() const;
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virtual void _edit_set_rotation(float p_rotation);
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virtual float _edit_get_rotation() const;
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virtual bool _edit_use_rotation() const;
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virtual void _edit_set_rect(const Rect2 &p_edit_rect);
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#endif
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void set_position(const Point2 &p_pos);
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void set_rotation(float p_radians);
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void set_rotation_degrees(float p_degrees);
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void set_skew(float p_radians);
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void set_skew_degrees(float p_radians);
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void set_scale(const Size2 &p_scale);
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void rotate(float p_radians);
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void move_x(float p_delta, bool p_scaled = false);
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void move_y(float p_delta, bool p_scaled = false);
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void translate(const Vector2 &p_amount);
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void global_translate(const Vector2 &p_amount);
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void apply_scale(const Size2 &p_amount);
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Point2 get_position() const;
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float get_rotation() const;
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float get_skew() const;
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float get_rotation_degrees() const;
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float get_skew_degrees() const;
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Size2 get_scale() const;
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Point2 get_global_position() const;
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float get_global_rotation() const;
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float get_global_rotation_degrees() const;
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Size2 get_global_scale() const;
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void set_transform(const Transform2D &p_transform);
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void set_global_transform(const Transform2D &p_transform);
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void set_global_position(const Point2 &p_pos);
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void set_global_rotation(float p_radians);
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void set_global_rotation_degrees(float p_degrees);
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void set_global_scale(const Size2 &p_scale);
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void set_z_index(int p_z);
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int get_z_index() const;
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void look_at(const Vector2 &p_pos);
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float get_angle_to(const Vector2 &p_pos) const;
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Point2 to_local(Point2 p_global) const;
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Point2 to_global(Point2 p_local) const;
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void set_z_as_relative(bool p_enabled);
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bool is_z_relative() const;
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Transform2D get_relative_transform_to_parent(const Node *p_parent) const;
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Transform2D get_transform() const;
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Node2D();
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};
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#endif // NODE2D_H
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