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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
128 lines
4.7 KiB
C++
128 lines
4.7 KiB
C++
/*************************************************************************/
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/* node_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NODE2D_H
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#define NODE2D_H
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#include "scene/main/canvas_item.h"
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class Node2D : public CanvasItem {
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GDCLASS(Node2D, CanvasItem);
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Point2 pos;
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float angle = 0;
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Size2 _scale = Vector2(1, 1);
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float skew = 0;
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int z_index = 0;
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bool z_relative = true;
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Transform2D _mat;
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bool _xform_dirty = false;
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void _update_transform();
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void _update_xform_values();
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protected:
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static void _bind_methods();
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public:
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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const override;
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virtual void _edit_set_state(const Dictionary &p_state) override;
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virtual void _edit_set_position(const Point2 &p_position) override;
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virtual Point2 _edit_get_position() const override;
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virtual void _edit_set_scale(const Size2 &p_scale) override;
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virtual Size2 _edit_get_scale() const override;
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virtual void _edit_set_rotation(float p_rotation) override;
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virtual float _edit_get_rotation() const override;
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virtual bool _edit_use_rotation() const override;
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virtual void _edit_set_rect(const Rect2 &p_edit_rect) override;
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#endif
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void set_position(const Point2 &p_pos);
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void set_rotation(float p_radians);
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void set_rotation_degrees(float p_degrees);
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void set_skew(float p_radians);
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void set_skew_degrees(float p_radians);
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void set_scale(const Size2 &p_scale);
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void rotate(float p_radians);
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void move_x(float p_delta, bool p_scaled = false);
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void move_y(float p_delta, bool p_scaled = false);
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void translate(const Vector2 &p_amount);
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void global_translate(const Vector2 &p_amount);
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void apply_scale(const Size2 &p_amount);
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Point2 get_position() const;
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float get_rotation() const;
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float get_skew() const;
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float get_rotation_degrees() const;
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float get_skew_degrees() const;
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Size2 get_scale() const;
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Point2 get_global_position() const;
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float get_global_rotation() const;
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float get_global_rotation_degrees() const;
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Size2 get_global_scale() const;
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void set_transform(const Transform2D &p_transform);
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void set_global_transform(const Transform2D &p_transform);
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void set_global_position(const Point2 &p_pos);
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void set_global_rotation(float p_radians);
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void set_global_rotation_degrees(float p_degrees);
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void set_global_scale(const Size2 &p_scale);
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void set_z_index(int p_z);
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int get_z_index() const;
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void look_at(const Vector2 &p_pos);
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float get_angle_to(const Vector2 &p_pos) const;
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Point2 to_local(Point2 p_global) const;
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Point2 to_global(Point2 p_local) const;
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void set_z_as_relative(bool p_enabled);
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bool is_z_relative() const;
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Transform2D get_relative_transform_to_parent(const Node *p_parent) const;
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Transform2D get_transform() const override;
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Node2D() {}
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};
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#endif // NODE2D_H
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