8bd7c6188b
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
79 lines
3.2 KiB
C++
79 lines
3.2 KiB
C++
/*************************************************************************/
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/* world_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 WORLD_2D_H
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#define WORLD_2D_H
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#include "core/project_settings.h"
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#include "core/resource.h"
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#include "servers/physics_2d_server.h"
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class VisibilityNotifier2D;
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class Viewport;
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struct SpatialIndexer2D;
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class World2D : public Resource {
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GDCLASS(World2D, Resource);
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RID canvas;
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RID space;
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RID navigation_map;
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SpatialIndexer2D *indexer;
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protected:
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static void _bind_methods();
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friend class Viewport;
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friend class VisibilityNotifier2D;
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void _register_viewport(Viewport *p_viewport, const Rect2 &p_rect);
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void _update_viewport(Viewport *p_viewport, const Rect2 &p_rect);
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void _remove_viewport(Viewport *p_viewport);
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void _register_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect);
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void _update_notifier(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect);
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void _remove_notifier(VisibilityNotifier2D *p_notifier);
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void _update();
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public:
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RID get_canvas();
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RID get_space();
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RID get_navigation_map() const;
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Physics2DDirectSpaceState *get_direct_space_state();
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void get_viewport_list(List<Viewport *> *r_viewports);
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World2D();
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~World2D();
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};
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#endif // WORLD_2D_H
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