/*************************************************************************/ /* parallax_background.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 PARALLAX_BACKGROUND_H #define PARALLAX_BACKGROUND_H #include "scene/main/canvas_layer.h" class ParallaxBackground : public CanvasLayer { GDCLASS(ParallaxBackground, CanvasLayer); Point2 offset; real_t scale = 1.0; Point2 base_offset; Point2 base_scale = Vector2(1, 1); Point2 screen_offset; String group_name; Point2 limit_begin; Point2 limit_end; Point2 final_offset; bool ignore_camera_zoom = false; void _update_scroll(); protected: void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset); void _notification(int p_what); static void _bind_methods(); public: void set_scroll_offset(const Point2 &p_ofs); Point2 get_scroll_offset() const; void set_scroll_scale(real_t p_scale); real_t get_scroll_scale() const; void set_scroll_base_offset(const Point2 &p_ofs); Point2 get_scroll_base_offset() const; void set_scroll_base_scale(const Point2 &p_ofs); Point2 get_scroll_base_scale() const; void set_limit_begin(const Point2 &p_ofs); Point2 get_limit_begin() const; void set_limit_end(const Point2 &p_ofs); Point2 get_limit_end() const; void set_ignore_camera_zoom(bool ignore); bool is_ignore_camera_zoom(); Vector2 get_final_offset() const; ParallaxBackground(); }; #endif // PARALLAX_BACKGROUND_H