c7bc44d5ad
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!
118 lines
4.1 KiB
C++
118 lines
4.1 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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/* 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 NODE2D_H
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#define NODE2D_H
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#include "scene/2d/canvas_item.h"
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class Node2D : public CanvasItem {
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OBJ_TYPE(Node2D, CanvasItem );
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Point2 pos;
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float angle;
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Size2 _scale;
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int z;
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bool z_relative;
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Matrix32 _mat;
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bool _xform_dirty;
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void _update_transform();
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// Deprecated, should be removed in a future version.
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void _set_rotd(float p_angle);
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float _get_rotd() const;
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void _update_xform_values();
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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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virtual Variant edit_get_state() const;
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virtual void edit_set_state(const Variant& p_state);
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virtual void edit_set_rect(const Rect2& p_edit_rect);
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virtual void edit_rotate(float p_rot);
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_pos(const Point2& p_pos);
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void set_rot(float p_radians);
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void set_rotd(float p_degrees);
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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 scale(const Size2& p_amount);
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Point2 get_pos() const;
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float get_rot() const;
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float get_rotd() const;
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Size2 get_scale() const;
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Point2 get_global_pos() const;
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float get_global_rot() const;
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float get_global_rotd() const;
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Size2 get_global_scale() const;
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virtual Rect2 get_item_rect() const;
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void set_transform(const Matrix32& p_transform);
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void set_global_transform(const Matrix32& p_transform);
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void set_global_pos(const Point2& p_pos);
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void set_global_rot(float p_radians);
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void set_global_rotd(float p_degrees);
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void set_global_scale(const Size2& p_scale);
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void set_z(int p_z);
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int get_z() 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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void set_z_as_relative(bool p_enabled);
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bool is_z_relative() const;
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Matrix32 get_relative_transform_to_parent(const Node *p_parent) const;
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Matrix32 get_transform() const;
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Node2D();
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};
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#endif // NODE2D_H
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