godot/scene/2d/camera_2d.h
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

140 lines
4.2 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;
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];
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_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;
Vector2 get_camera_pos() const;
void force_update_scroll();
void reset_smoothing();
void align();
Camera2D();
};
VARIANT_ENUM_CAST(Camera2D::AnchorMode);
#endif // CAMERA_2D_H