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/*************************************************************************/
/* 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 Camera2DProcessCallback {
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_callback();
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;
Camera2DProcessCallback process_callback = 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_callback(Camera2DProcessCallback p_mode);
Camera2DProcessCallback get_process_callback() 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::Camera2DProcessCallback);
#endif // CAMERA_2D_H
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