virtualx-engine/scene/2d/camera_2d.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00

190 lines
6.2 KiB
C++

/**************************************************************************/
/* camera_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef CAMERA_2D_H
#define CAMERA_2D_H
#include "scene/2d/node_2d.h"
class Camera2D : public Node2D {
GDCLASS(Camera2D, Node2D);
public:
enum AnchorMode {
ANCHOR_MODE_FIXED_TOP_LEFT,
ANCHOR_MODE_DRAG_CENTER
};
enum Camera2DProcessCallback {
CAMERA2D_PROCESS_PHYSICS,
CAMERA2D_PROCESS_IDLE
};
protected:
Point2 camera_pos;
Point2 smoothed_camera_pos;
bool first = true;
ObjectID custom_viewport_id; // to check validity
Viewport *custom_viewport = nullptr;
Viewport *viewport = nullptr;
StringName group_name;
StringName canvas_group_name;
RID canvas;
Vector2 offset;
Vector2 zoom = Vector2(1, 1);
Vector2 zoom_scale = Vector2(1, 1);
AnchorMode anchor_mode = ANCHOR_MODE_DRAG_CENTER;
bool ignore_rotation = true;
bool current = false;
real_t position_smoothing_speed = 5.0;
bool follow_smoothing_enabled = false;
real_t camera_angle = 0.0;
real_t rotation_smoothing_speed = 5.0;
bool rotation_smoothing_enabled = false;
int limit[4];
bool limit_smoothing_enabled = false;
real_t drag_margin[4];
bool drag_horizontal_enabled = false;
bool drag_vertical_enabled = false;
real_t drag_horizontal_offset = 0.0;
real_t drag_vertical_offset = 0.0;
bool drag_horizontal_offset_changed = false;
bool drag_vertical_offset_changed = false;
Point2 camera_screen_center;
void _update_process_callback();
void _update_scroll();
void _make_current(Object *p_which);
void set_current(bool p_current);
void _set_old_smoothing(real_t p_enable);
void _update_process_internal_for_smoothing();
bool screen_drawing_enabled = true;
bool limit_drawing_enabled = false;
bool margin_drawing_enabled = false;
Camera2DProcessCallback process_callback = CAMERA2D_PROCESS_IDLE;
Size2 _get_camera_screen_size() const;
protected:
virtual Transform2D get_camera_transform();
void _notification(int p_what);
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_anchor_mode(AnchorMode p_anchor_mode);
AnchorMode get_anchor_mode() const;
void set_ignore_rotation(bool p_ignore);
bool is_ignoring_rotation() const;
void set_limit(Side p_side, int p_limit);
int get_limit(Side p_side) const;
void set_limit_smoothing_enabled(bool enable);
bool is_limit_smoothing_enabled() const;
void set_drag_horizontal_enabled(bool p_enabled);
bool is_drag_horizontal_enabled() const;
void set_drag_vertical_enabled(bool p_enabled);
bool is_drag_vertical_enabled() const;
void set_drag_margin(Side p_side, real_t p_drag_margin);
real_t get_drag_margin(Side p_side) const;
void set_drag_horizontal_offset(real_t p_offset);
real_t get_drag_horizontal_offset() const;
void set_drag_vertical_offset(real_t p_offset);
real_t get_drag_vertical_offset() const;
void set_position_smoothing_enabled(bool p_enabled);
bool is_position_smoothing_enabled() const;
void set_position_smoothing_speed(real_t p_speed);
real_t get_position_smoothing_speed() const;
void set_rotation_smoothing_speed(real_t p_speed);
real_t get_rotation_smoothing_speed() const;
void set_rotation_smoothing_enabled(bool p_enabled);
bool is_rotation_smoothing_enabled() const;
void set_process_callback(Camera2DProcessCallback p_mode);
Camera2DProcessCallback get_process_callback() const;
void make_current();
void clear_current();
bool is_current() const;
void set_zoom(const Vector2 &p_zoom);
Vector2 get_zoom() const;
Point2 get_camera_screen_center() const;
void set_custom_viewport(Node *p_viewport);
Node *get_custom_viewport() const;
Vector2 get_camera_position() const;
void force_update_scroll();
void reset_smoothing();
void align();
void set_screen_drawing_enabled(bool enable);
bool is_screen_drawing_enabled() const;
void set_limit_drawing_enabled(bool enable);
bool is_limit_drawing_enabled() const;
void set_margin_drawing_enabled(bool enable);
bool is_margin_drawing_enabled() const;
Camera2D();
};
VARIANT_ENUM_CAST(Camera2D::AnchorMode);
VARIANT_ENUM_CAST(Camera2D::Camera2DProcessCallback);
#endif // CAMERA_2D_H