d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
113 lines
3.9 KiB
C++
113 lines
3.9 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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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class Viewport;
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class CanvasLayer : public Node {
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GDCLASS(CanvasLayer, Node);
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bool locrotscale_dirty = false;
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Vector2 ofs;
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Size2 scale = Vector2(1, 1);
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real_t rot = 0.0;
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int layer = 1;
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Transform2D transform;
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RID canvas;
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ObjectID custom_viewport_id; // to check validity
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Viewport *custom_viewport = nullptr;
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RID viewport;
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Viewport *vp = nullptr;
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int sort_index = 0;
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bool visible = true;
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bool follow_viewport = false;
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float follow_viewport_scale = 1.0;
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void _update_xform();
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void _update_locrotscale();
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void _update_follow_viewport(bool p_force_exit = false);
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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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void _validate_property(PropertyInfo &p_property) const;
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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_visible(bool p_visible);
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bool is_visible() const;
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void show();
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void hide();
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void set_transform(const Transform2D &p_xform);
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Transform2D get_transform() const;
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Transform2D get_final_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_scale(const Size2 &p_scale);
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Size2 get_scale() 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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void set_follow_viewport(bool p_enable);
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bool is_following_viewport() const;
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void set_follow_viewport_scale(float p_ratio);
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float get_follow_viewport_scale() const;
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RID get_canvas() const;
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CanvasLayer();
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~CanvasLayer();
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};
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#endif // CANVAS_LAYER_H
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