Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
88 lines
3.4 KiB
C++
88 lines
3.4 KiB
C++
/*************************************************************************/
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/* parallax_background.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 PARALLAX_BACKGROUND_H
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#define PARALLAX_BACKGROUND_H
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#include "scene/2d/camera_2d.h"
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#include "scene/2d/node_2d.h"
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#include "scene/main/canvas_layer.h"
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class ParallaxBackground : public CanvasLayer {
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GDCLASS(ParallaxBackground, CanvasLayer);
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Point2 offset;
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float scale;
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Point2 base_offset;
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Point2 base_scale;
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Point2 screen_offset;
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String group_name;
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Point2 limit_begin;
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Point2 limit_end;
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Point2 final_offset;
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bool ignore_camera_zoom;
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void _update_scroll();
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protected:
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void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset);
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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_scroll_offset(const Point2 &p_ofs);
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Point2 get_scroll_offset() const;
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void set_scroll_scale(float p_scale);
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float get_scroll_scale() const;
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void set_scroll_base_offset(const Point2 &p_ofs);
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Point2 get_scroll_base_offset() const;
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void set_scroll_base_scale(const Point2 &p_ofs);
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Point2 get_scroll_base_scale() const;
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void set_limit_begin(const Point2 &p_ofs);
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Point2 get_limit_begin() const;
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void set_limit_end(const Point2 &p_ofs);
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Point2 get_limit_end() const;
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void set_ignore_camera_zoom(bool ignore);
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bool is_ignore_camera_zoom();
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Vector2 get_final_offset() const;
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ParallaxBackground();
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};
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#endif // PARALLAX_BACKGROUND_H
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