/*************************************************************************/ /* camera_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 CAMERA_2D_H #define CAMERA_2D_H #include "scene/2d/node_2d.h" #include "scene/main/window.h" class Camera2D : public Node2D { GDCLASS(Camera2D, Node2D); public: enum AnchorMode { ANCHOR_MODE_FIXED_TOP_LEFT, ANCHOR_MODE_DRAG_CENTER }; enum Camera2DProcessMode { CAMERA2D_PROCESS_PHYSICS, CAMERA2D_PROCESS_IDLE }; protected: Point2 camera_pos; Point2 smoothed_camera_pos; bool first = true; ObjectID custom_viewport_id; // to check validity Viewport *custom_viewport = nullptr; Viewport *viewport = nullptr; StringName group_name; StringName canvas_group_name; RID canvas; Vector2 offset; Vector2 zoom = Vector2(1, 1); AnchorMode anchor_mode = ANCHOR_MODE_DRAG_CENTER; bool rotating = false; bool current = false; float smoothing = 5.0; bool smoothing_enabled = false; int limit[4]; bool limit_smoothing_enabled = false; float drag_margin[4]; bool drag_horizontal_enabled = false; bool drag_vertical_enabled = false; float drag_horizontal_offset = 0.0; float drag_vertical_offset = 0.0; bool drag_horizontal_offset_changed = false; bool drag_vertical_offset_changed = false; Point2 camera_screen_center; void _update_process_mode(); void _update_scroll(); void _make_current(Object *p_which); void _set_current(bool p_current); void _set_old_smoothing(float p_enable); bool screen_drawing_enabled = true; bool limit_drawing_enabled = false; bool margin_drawing_enabled = false; Camera2DProcessMode process_mode = CAMERA2D_PROCESS_IDLE; Size2 _get_camera_screen_size() const; protected: virtual Transform2D 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(Side p_side, int p_limit); int get_limit(Side p_side) const; void set_limit_smoothing_enabled(bool enable); bool is_limit_smoothing_enabled() const; void set_drag_horizontal_enabled(bool p_enabled); bool is_drag_horizontal_enabled() const; void set_drag_vertical_enabled(bool p_enabled); bool is_drag_vertical_enabled() const; void set_drag_margin(Side p_side, float p_drag_margin); float get_drag_margin(Side p_side) const; void set_drag_horizontal_offset(float p_offset); float get_drag_horizontal_offset() const; void set_drag_vertical_offset(float p_offset); float get_drag_vertical_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 set_process_mode(Camera2DProcessMode p_mode); Camera2DProcessMode get_process_mode() 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; void set_custom_viewport(Node *p_viewport); Node *get_custom_viewport() const; Vector2 get_camera_position() const; void force_update_scroll(); void reset_smoothing(); void align(); void set_screen_drawing_enabled(bool enable); bool is_screen_drawing_enabled() const; void set_limit_drawing_enabled(bool enable); bool is_limit_drawing_enabled() const; void set_margin_drawing_enabled(bool enable); bool is_margin_drawing_enabled() const; Camera2D(); }; VARIANT_ENUM_CAST(Camera2D::AnchorMode); VARIANT_ENUM_CAST(Camera2D::Camera2DProcessMode); #endif // CAMERA_2D_H