/*************************************************************************/ /* node_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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/2d/canvas_item.h" class Node2D : public CanvasItem { GDCLASS(Node2D, CanvasItem); Point2 pos; float angle; Size2 _scale; int z; bool z_relative; Transform2D _mat; bool _xform_dirty; void _update_transform(); void _update_xform_values(); protected: void _notification(int p_what); static void _bind_methods(); public: virtual Dictionary _edit_get_state() const; virtual void _edit_set_state(const Dictionary &p_state); virtual void _edit_set_position(const Point2 &p_position); virtual Point2 _edit_get_position() const; virtual void _edit_set_rect(const Rect2 &p_edit_rect); virtual bool _edit_use_rect() const; virtual void _edit_set_rotation(float p_rotation); virtual float _edit_get_rotation() const; virtual bool _edit_use_rotation() const; void set_position(const Point2 &p_pos); void set_rotation(float p_radians); void set_rotation_degrees(float p_degrees); void set_scale(const Size2 &p_scale); void rotate(float p_radians); void move_x(float p_delta, bool p_scaled = false); void move_y(float 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; float get_rotation() const; float get_rotation_degrees() const; Size2 get_scale() const; Point2 get_global_position() const; float get_global_rotation() const; float get_global_rotation_degrees() 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(float p_radians); void set_global_rotation_degrees(float p_degrees); void set_global_scale(const Size2 &p_scale); void set_z(int p_z); int get_z() const; void look_at(const Vector2 &p_pos); float 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; Transform2D get_relative_transform_to_parent(const Node *p_parent) const; Transform2D get_transform() const; Node2D(); }; #endif // NODE2D_H