/*************************************************************************/ /* canvas_layer.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 CANVAS_LAYER_H #define CANVAS_LAYER_H #include "scene/main/node.h" class Viewport; class CanvasLayer : public Node { GDCLASS(CanvasLayer, Node); bool locrotscale_dirty = false; Vector2 ofs; Size2 scale = Vector2(1, 1); real_t rot = 0.0; int layer = 1; Transform2D transform; RID canvas; ObjectID custom_viewport_id; // to check validity Viewport *custom_viewport = nullptr; RID viewport; Viewport *vp = nullptr; int sort_index = 0; bool visible = true; bool follow_viewport = false; float follow_viewport_scale = 1.0; void _update_xform(); void _update_locrotscale(); void _update_follow_viewport(bool p_force_exit = false); protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: void set_layer(int p_xform); int get_layer() const; void set_visible(bool p_visible); bool is_visible() const; void show(); void hide(); void set_transform(const Transform2D &p_xform); Transform2D get_transform() const; Transform2D get_final_transform() const; void set_offset(const Vector2 &p_offset); Vector2 get_offset() const; void set_rotation(real_t p_radians); real_t get_rotation() const; void set_scale(const Size2 &p_scale); Size2 get_scale() const; Size2 get_viewport_size() const; RID get_viewport() const; void set_custom_viewport(Node *p_viewport); Node *get_custom_viewport() const; void reset_sort_index(); int get_sort_index(); void set_follow_viewport(bool p_enable); bool is_following_viewport() const; void set_follow_viewport_scale(float p_ratio); float get_follow_viewport_scale() const; RID get_canvas() const; CanvasLayer(); ~CanvasLayer(); }; #endif // CANVAS_LAYER_H