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178 lines
5.8 KiB
C++
178 lines
5.8 KiB
C++
/*************************************************************************/
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/* camera_2d.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 CAMERA_2D_H
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#define CAMERA_2D_H
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#include "scene/2d/node_2d.h"
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class Camera2D : public Node2D {
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GDCLASS(Camera2D, Node2D);
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public:
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enum AnchorMode {
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ANCHOR_MODE_FIXED_TOP_LEFT,
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ANCHOR_MODE_DRAG_CENTER
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};
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enum Camera2DProcessCallback {
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CAMERA2D_PROCESS_PHYSICS,
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CAMERA2D_PROCESS_IDLE
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};
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protected:
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Point2 camera_pos;
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Point2 smoothed_camera_pos;
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bool first = true;
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ObjectID custom_viewport_id; // to check validity
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Viewport *custom_viewport = nullptr;
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Viewport *viewport = nullptr;
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StringName group_name;
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StringName canvas_group_name;
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RID canvas;
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Vector2 offset;
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Vector2 zoom = Vector2(1, 1);
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Vector2 zoom_scale = Vector2(1, 1);
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AnchorMode anchor_mode = ANCHOR_MODE_DRAG_CENTER;
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bool rotating = false;
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bool current = false;
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real_t smoothing = 5.0;
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bool smoothing_enabled = false;
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int limit[4];
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bool limit_smoothing_enabled = false;
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real_t drag_margin[4];
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bool drag_horizontal_enabled = false;
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bool drag_vertical_enabled = false;
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real_t drag_horizontal_offset = 0.0;
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real_t drag_vertical_offset = 0.0;
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bool drag_horizontal_offset_changed = false;
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bool drag_vertical_offset_changed = false;
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Point2 camera_screen_center;
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void _update_process_callback();
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void _update_scroll();
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void _make_current(Object *p_which);
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void set_current(bool p_current);
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void _set_old_smoothing(real_t p_enable);
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bool screen_drawing_enabled = true;
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bool limit_drawing_enabled = false;
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bool margin_drawing_enabled = false;
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Camera2DProcessCallback process_callback = CAMERA2D_PROCESS_IDLE;
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Size2 _get_camera_screen_size() const;
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protected:
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virtual Transform2D get_camera_transform();
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void _notification(int p_what);
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const override;
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public:
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void set_offset(const Vector2 &p_offset);
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Vector2 get_offset() const;
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void set_anchor_mode(AnchorMode p_anchor_mode);
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AnchorMode get_anchor_mode() const;
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void set_rotating(bool p_rotating);
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bool is_rotating() const;
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void set_limit(Side p_side, int p_limit);
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int get_limit(Side p_side) const;
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void set_limit_smoothing_enabled(bool enable);
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bool is_limit_smoothing_enabled() const;
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void set_drag_horizontal_enabled(bool p_enabled);
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bool is_drag_horizontal_enabled() const;
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void set_drag_vertical_enabled(bool p_enabled);
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bool is_drag_vertical_enabled() const;
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void set_drag_margin(Side p_side, real_t p_drag_margin);
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real_t get_drag_margin(Side p_side) const;
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void set_drag_horizontal_offset(real_t p_offset);
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real_t get_drag_horizontal_offset() const;
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void set_drag_vertical_offset(real_t p_offset);
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real_t get_drag_vertical_offset() const;
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void set_enable_follow_smoothing(bool p_enabled);
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bool is_follow_smoothing_enabled() const;
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void set_follow_smoothing(real_t p_speed);
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real_t get_follow_smoothing() const;
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void set_process_callback(Camera2DProcessCallback p_mode);
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Camera2DProcessCallback get_process_callback() const;
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void make_current();
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void clear_current();
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bool is_current() const;
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void set_zoom(const Vector2 &p_zoom);
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Vector2 get_zoom() const;
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Point2 get_camera_screen_center() const;
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void set_custom_viewport(Node *p_viewport);
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Node *get_custom_viewport() const;
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Vector2 get_camera_position() const;
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void force_update_scroll();
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void reset_smoothing();
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void align();
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void set_screen_drawing_enabled(bool enable);
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bool is_screen_drawing_enabled() const;
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void set_limit_drawing_enabled(bool enable);
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bool is_limit_drawing_enabled() const;
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void set_margin_drawing_enabled(bool enable);
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bool is_margin_drawing_enabled() const;
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Camera2D();
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};
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VARIANT_ENUM_CAST(Camera2D::AnchorMode);
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VARIANT_ENUM_CAST(Camera2D::Camera2DProcessCallback);
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#endif // CAMERA_2D_H
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