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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-31 18:56:20 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-31 18:56:20 +0100 |
commit | 14a4408e025e9dfd2b02738975cc1b00d9361248 (patch) | |
tree | 460facaa8f39012ff9f805968c3ae3fbf49cc243 /doc/classes | |
parent | 2b710bc336a02ace95eb0588f3b0744923faf004 (diff) | |
parent | 7e2a8afb57f59ec70bac6259f186887d953a1eed (diff) |
Merge pull request #65698 from KoBeWi/cameraman
Rework how current Camera2D is determined
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Camera2D.xml | 19 |
1 files changed, 16 insertions, 3 deletions
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml index 9315a85e1f..4156c9451a 100644 --- a/doc/classes/Camera2D.xml +++ b/doc/classes/Camera2D.xml @@ -55,6 +55,18 @@ [b]Note:[/b] The returned value is not the same as [member Node2D.global_position], as it is affected by the drag properties. It is also not the same as the current position if [member position_smoothing_enabled] is [code]true[/code] (see [method get_screen_center_position]). </description> </method> + <method name="is_current" qualifiers="const"> + <return type="bool" /> + <description> + Returns [code]true[/code] if this [Camera2D] is the active camera (see [method Viewport.get_camera_2d]). + </description> + </method> + <method name="make_current"> + <return type="void" /> + <description> + Forces this [Camera2D] to become the current active one. [member enabled] must be [code]true[/code]. + </description> + </method> <method name="reset_smoothing"> <return type="void" /> <description> @@ -83,9 +95,6 @@ <member name="anchor_mode" type="int" setter="set_anchor_mode" getter="get_anchor_mode" enum="Camera2D.AnchorMode" default="1"> The Camera2D's anchor point. See [enum AnchorMode] constants. </member> - <member name="current" type="bool" setter="set_current" getter="is_current" default="false"> - If [code]true[/code], the camera acts as the active camera for its [Viewport] ancestor. Only one camera can be current in a given viewport, so setting a different camera in the same viewport [code]current[/code] will disable whatever camera was already active in that viewport. - </member> <member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport"> The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead. </member> @@ -124,6 +133,10 @@ <member name="editor_draw_screen" type="bool" setter="set_screen_drawing_enabled" getter="is_screen_drawing_enabled" default="true"> If [code]true[/code], draws the camera's screen rectangle in the editor. </member> + <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> + Controls whether the camera can be active or not. If [code]true[/code], the [Camera2D] will become the main camera when it enters the scene tree and there is no active camera currently (see [method Viewport.get_camera_2d]). + When the camera is currently active and [member enabled] is set to [code]false[/code], the next enabled [Camera2D] in the scene tree will become active. + </member> <member name="ignore_rotation" type="bool" setter="set_ignore_rotation" getter="is_ignoring_rotation" default="true"> If [code]true[/code], the camera's rendered view is not affected by its [member Node2D.rotation] and [member Node2D.global_rotation]. </member> |