godot/scene/2d/node_2d.h
Vincent D 697316155f Fix global properties and add global skew for node2d
Renamed parent item variable in node2d global setters and optimize

Aligned variable renaming in global setters

Optimize node2d global setters

Add global skew description in doc

Co-Authored-By: Aaron Franke <arnfranke@yahoo.com>
2022-05-24 09:49:24 +02:00

128 lines
4.7 KiB
C++

/*************************************************************************/
/* node_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 position;
real_t rotation = 0.0;
Size2 scale = Vector2(1, 1);
real_t skew = 0.0;
int z_index = 0;
bool z_relative = true;
bool y_sort_enabled = false;
Transform2D transform;
bool _xform_dirty = false;
void _update_transform();
void _update_xform_values();
protected:
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const override;
virtual void _edit_set_state(const Dictionary &p_state) override;
virtual void _edit_set_position(const Point2 &p_position) override;
virtual Point2 _edit_get_position() const override;
virtual void _edit_set_scale(const Size2 &p_scale) override;
virtual Size2 _edit_get_scale() const override;
virtual void _edit_set_rotation(real_t p_rotation) override;
virtual real_t _edit_get_rotation() const override;
virtual bool _edit_use_rotation() const override;
virtual void _edit_set_rect(const Rect2 &p_edit_rect) override;
#endif
void set_position(const Point2 &p_pos);
void set_rotation(real_t p_radians);
void set_skew(real_t p_radians);
void set_scale(const Size2 &p_scale);
void rotate(real_t p_radians);
void move_x(real_t p_delta, bool p_scaled = false);
void move_y(real_t 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;
real_t get_rotation() const;
real_t get_skew() const;
Size2 get_scale() const;
Point2 get_global_position() const;
real_t get_global_rotation() const;
real_t get_global_skew() 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(const real_t p_radians);
void set_global_skew(const real_t p_radians);
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);
real_t 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;
virtual void set_y_sort_enabled(bool p_enabled);
virtual bool is_y_sort_enabled() const;
Transform2D get_relative_transform_to_parent(const Node *p_parent) const;
Transform2D get_transform() const override;
Node2D() {}
};
#endif // NODE2D_H