/**************************************************************************/ /* parallax_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_2D_H #define PARALLAX_2D_H #include "scene/2d/node_2d.h" class Parallax2D : public Node2D { GDCLASS(Parallax2D, Node2D); static constexpr real_t DEFAULT_LIMIT = 10000000; String group_name; Size2 scroll_scale = Size2(1, 1); Point2 scroll_offset; Point2 screen_offset; Vector2 repeat_size; int repeat_times = 1; Point2 limit_begin = Point2(-DEFAULT_LIMIT, -DEFAULT_LIMIT); Point2 limit_end = Point2(DEFAULT_LIMIT, DEFAULT_LIMIT); Point2 autoscroll; Point2 autoscroll_offset; bool follow_viewport = true; bool ignore_camera_scroll = false; void _update_process(); void _update_repeat(); void _update_scroll(); protected: #ifdef TOOLS_ENABLED void _edit_set_position(const Point2 &p_position) override; #endif // TOOLS_ENABLED void _validate_property(PropertyInfo &p_property) const; void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset, const Point2 &p_adj_screen_offset); void _notification(int p_what); static void _bind_methods(); public: void set_scroll_scale(const Size2 &p_scale); Size2 get_scroll_scale() const; void set_repeat_size(const Size2 &p_repeat_size); Size2 get_repeat_size() const; void set_repeat_times(int p_repeat_times); int get_repeat_times() const; void set_autoscroll(const Point2 &p_autoscroll); Point2 get_autoscroll() const; void set_scroll_offset(const Point2 &p_offset); Point2 get_scroll_offset() const; void set_screen_offset(const Point2 &p_offset); Point2 get_screen_offset() const; void set_limit_begin(const Point2 &p_offset); Point2 get_limit_begin() const; void set_limit_end(const Point2 &p_offset); Point2 get_limit_end() const; void set_follow_viewport(bool p_follow); bool get_follow_viewport(); void set_ignore_camera_scroll(bool p_ignore); bool is_ignore_camera_scroll(); Parallax2D(); }; #endif // PARALLAX_2D_H