godot/scene/2d/remote_transform_2d.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

79 lines
3.2 KiB
C++

/*************************************************************************/
/* remote_transform_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 REMOTE_TRANSFORM_2D_H
#define REMOTE_TRANSFORM_2D_H
#include "scene/2d/node_2d.h"
class RemoteTransform2D : public Node2D {
GDCLASS(RemoteTransform2D, Node2D);
NodePath remote_node;
ObjectID cache;
bool use_global_coordinates = true;
bool update_remote_position = true;
bool update_remote_rotation = true;
bool update_remote_scale = true;
void _update_remote();
void _update_cache();
//void _node_exited_scene();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_remote_node(const NodePath &p_remote_node);
NodePath get_remote_node() const;
void set_use_global_coordinates(const bool p_enable);
bool get_use_global_coordinates() const;
void set_update_position(const bool p_update);
bool get_update_position() const;
void set_update_rotation(const bool p_update);
bool get_update_rotation() const;
void set_update_scale(const bool p_update);
bool get_update_scale() const;
void force_update_cache();
TypedArray<String> get_configuration_warnings() const override;
RemoteTransform2D();
};
#endif // REMOTE_TRANSFORM_2D_H