/*************************************************************************/ /* node_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 NODE2D_H #define NODE2D_H #include "scene/main/canvas_item.h" class Node2D : public CanvasItem { GDCLASS(Node2D, CanvasItem); Point2 pos; real_t angle = 0.0; Size2 _scale = Vector2(1, 1); real_t skew = 0.0; int z_index = 0; bool z_relative = true; bool y_sort_enabled = false; Transform2D _mat; bool _xform_dirty = false; void _update_transform(); void _update_xform_values(); protected: static void _bind_methods(); public: #ifdef TOOLS_ENABLED virtual Dictionary _edit_get_state() const override; virtual void _edit_set_state(const Dictionary &p_state) override; virtual void _edit_set_position(const Point2 &p_position) override; virtual Point2 _edit_get_position() const override; virtual void _edit_set_scale(const Size2 &p_scale) override; virtual Size2 _edit_get_scale() const override; virtual void _edit_set_rotation(real_t p_rotation) override; virtual real_t _edit_get_rotation() const override; virtual bool _edit_use_rotation() const override; virtual void _edit_set_rect(const Rect2 &p_edit_rect) override; #endif void set_position(const Point2 &p_pos); void set_rotation(real_t p_radians); void set_skew(real_t p_radians); void set_scale(const Size2 &p_scale); void rotate(real_t p_radians); void move_x(real_t p_delta, bool p_scaled = false); void move_y(real_t p_delta, bool p_scaled = false); void translate(const Vector2 &p_amount); void global_translate(const Vector2 &p_amount); void apply_scale(const Size2 &p_amount); Point2 get_position() const; real_t get_rotation() const; real_t get_skew() const; Size2 get_scale() const; Point2 get_global_position() const; real_t get_global_rotation() const; Size2 get_global_scale() const; void set_transform(const Transform2D &p_transform); void set_global_transform(const Transform2D &p_transform); void set_global_position(const Point2 &p_pos); void set_global_rotation(real_t p_radians); void set_global_scale(const Size2 &p_scale); void set_z_index(int p_z); int get_z_index() const; void look_at(const Vector2 &p_pos); real_t get_angle_to(const Vector2 &p_pos) const; Point2 to_local(Point2 p_global) const; Point2 to_global(Point2 p_local) const; void set_z_as_relative(bool p_enabled); bool is_z_relative() const; virtual void set_y_sort_enabled(bool p_enabled); virtual bool is_y_sort_enabled() const; Transform2D get_relative_transform_to_parent(const Node *p_parent) const; Transform2D get_transform() const override; Node2D() {} }; #endif // NODE2D_H