godot/scene/2d/node_2d.h
Rémi Verschelde d1acbbce7f Rename more 2D and 3D nodes to follow convention
Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00

124 lines
4.4 KiB
C++

/*************************************************************************/
/* node_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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;
float angle;
Size2 _scale;
int z_index;
bool z_relative;
Transform2D _mat;
bool _xform_dirty;
void _update_transform();
void _update_xform_values();
protected:
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
virtual void _edit_set_position(const Point2 &p_position);
virtual Point2 _edit_get_position() const;
virtual void _edit_set_scale(const Size2 &p_scale);
virtual Size2 _edit_get_scale() const;
virtual void _edit_set_rotation(float p_rotation);
virtual float _edit_get_rotation() const;
virtual bool _edit_use_rotation() const;
virtual void _edit_set_rect(const Rect2 &p_edit_rect);
#endif
void set_position(const Point2 &p_pos);
void set_rotation(float p_radians);
void set_rotation_degrees(float p_degrees);
void set_scale(const Size2 &p_scale);
void rotate(float p_radians);
void move_x(float p_delta, bool p_scaled = false);
void move_y(float 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;
float get_rotation() const;
float get_rotation_degrees() const;
Size2 get_scale() const;
Point2 get_global_position() const;
float get_global_rotation() const;
float get_global_rotation_degrees() 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(float p_radians);
void set_global_rotation_degrees(float p_degrees);
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);
float 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;
Transform2D get_relative_transform_to_parent(const Node *p_parent) const;
Transform2D get_transform() const;
Node2D();
};
#endif // NODE2D_H