d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
91 lines
3.2 KiB
C++
91 lines
3.2 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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OBJ_TYPE( 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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RID viewport;
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Viewport *vp;
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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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CanvasLayer();
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};
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#endif // CANVAS_LAYER_H
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