godot/scene/2d/camera_2d.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

147 lines
4.5 KiB
C++

/*************************************************************************/
/* camera_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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"
#include "scene/main/viewport.h"
class Camera2D : public Node2D {
OBJ_TYPE( Camera2D, Node2D );
public:
enum AnchorMode {
ANCHOR_MODE_FIXED_TOP_LEFT,
ANCHOR_MODE_DRAG_CENTER
};
protected:
Point2 camera_pos;
Point2 smoothed_camera_pos;
bool first;
ObjectID custom_viewport_id; // to check validity
Viewport *custom_viewport;
Viewport *viewport;
StringName group_name;
StringName canvas_group_name;
RID canvas;
Vector2 offset;
Vector2 zoom;
AnchorMode anchor_mode;
bool rotating;
bool current;
float smoothing;
bool smoothing_enabled;
int limit[4];
bool limit_smoothing_enabled;
float drag_margin[4];
bool h_drag_enabled;
bool v_drag_enabled;
float h_ofs;
float v_ofs;
Point2 camera_screen_center;
void _update_scroll();
void _make_current(Object *p_which);
void _set_current(bool p_current);
void _set_old_smoothing(float p_enable);
protected:
virtual Matrix32 get_camera_transform();
void _notification(int p_what);
static void _bind_methods();
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_rotating(bool p_rotating);
bool is_rotating() const;
void set_limit(Margin p_margin,int p_limit);
int get_limit(Margin p_margin) const;
void set_limit_smoothing_enabled(bool enable);
bool is_limit_smoothing_enabled() const;
void set_h_drag_enabled(bool p_enabled);
bool is_h_drag_enabled() const;
void set_v_drag_enabled(bool p_enabled);
bool is_v_drag_enabled() const;
void set_drag_margin(Margin p_margin,float p_drag_margin);
float get_drag_margin(Margin p_margin) const;
void set_v_offset(float p_offset);
float get_v_offset() const;
void set_h_offset(float p_offset);
float get_h_offset() const;
void set_enable_follow_smoothing(bool p_enabled);
bool is_follow_smoothing_enabled() const;
void set_follow_smoothing(float p_speed);
float get_follow_smoothing() 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_pos() const;
void force_update_scroll();
void reset_smoothing();
void align();
Camera2D();
};
VARIANT_ENUM_CAST(Camera2D::AnchorMode);
#endif // CAMERA_2D_H