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https://github.com/Relintai/pandemonium_engine.git
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Relintai
15bf4aefd0
7e2a8afb57
- KoBeWi and Fix Camera2D crashes724d6581d6
- KoBeWi From godot4. Also fixed issues with active Camera2D switching.
177 lines
5.4 KiB
C++
177 lines
5.4 KiB
C++
#ifndef CAMERA_2D_H
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#define CAMERA_2D_H
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/*************************************************************************/
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/* camera_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "scene/2d/node_2d.h"
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class Viewport;
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class Camera2D : public Node2D {
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GDCLASS(Camera2D, Node2D);
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public:
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enum AnchorMode {
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ANCHOR_MODE_FIXED_TOP_LEFT,
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ANCHOR_MODE_DRAG_CENTER
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};
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enum Camera2DProcessMode {
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CAMERA2D_PROCESS_PHYSICS,
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CAMERA2D_PROCESS_IDLE
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};
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protected:
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Point2 camera_pos;
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Point2 smoothed_camera_pos;
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bool first;
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ObjectID custom_viewport_id; // to check validity
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Viewport *custom_viewport;
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Viewport *viewport;
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StringName group_name;
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StringName canvas_group_name;
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RID canvas;
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Vector2 offset;
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Vector2 zoom;
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AnchorMode anchor_mode;
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bool rotating;
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bool enabled;
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float smoothing;
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bool smoothing_enabled;
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bool smoothing_active; // smoothing can be enabled but not active in the editor
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int limit[4];
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bool limit_smoothing_enabled;
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float drag_margin[4];
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bool h_drag_enabled;
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bool v_drag_enabled;
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float h_ofs;
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float v_ofs;
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bool h_offset_changed;
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bool v_offset_changed;
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Point2 camera_screen_center;
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void _update_process_mode();
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void _update_scroll();
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void _setup_viewport();
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void _make_current(Object *p_which);
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bool screen_drawing_enabled;
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bool limit_drawing_enabled;
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bool margin_drawing_enabled;
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Camera2DProcessMode process_mode;
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protected:
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virtual Transform2D get_camera_transform();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_offset(const Vector2 &p_offset);
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Vector2 get_offset() const;
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void set_anchor_mode(AnchorMode p_anchor_mode);
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AnchorMode get_anchor_mode() const;
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void set_rotating(bool p_rotating);
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bool is_rotating() const;
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void set_limit(Margin p_margin, int p_limit);
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int get_limit(Margin p_margin) const;
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void set_limit_smoothing_enabled(bool enable);
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bool is_limit_smoothing_enabled() const;
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void set_h_drag_enabled(bool p_enabled);
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bool is_h_drag_enabled() const;
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void set_v_drag_enabled(bool p_enabled);
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bool is_v_drag_enabled() const;
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void set_drag_margin(Margin p_margin, float p_drag_margin);
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float get_drag_margin(Margin p_margin) const;
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void set_v_offset(float p_offset);
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float get_v_offset() const;
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void set_h_offset(float p_offset);
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float get_h_offset() const;
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void set_enable_follow_smoothing(bool p_enabled);
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bool is_follow_smoothing_enabled() const;
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void set_follow_smoothing(float p_speed);
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float get_follow_smoothing() const;
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void set_process_mode(Camera2DProcessMode p_mode);
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Camera2DProcessMode get_process_mode() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void make_current();
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void clear_current();
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bool is_current() const;
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void set_zoom(const Vector2 &p_zoom);
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Vector2 get_zoom() const;
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Point2 get_camera_screen_center() const;
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void set_custom_viewport(Node *p_viewport);
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Node *get_custom_viewport() const;
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Vector2 get_camera_position() const;
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void force_update_scroll();
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void reset_smoothing();
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void align();
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void set_screen_drawing_enabled(bool enable);
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bool is_screen_drawing_enabled() const;
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void set_limit_drawing_enabled(bool enable);
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bool is_limit_drawing_enabled() const;
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void set_margin_drawing_enabled(bool enable);
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bool is_margin_drawing_enabled() const;
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Camera2D();
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};
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VARIANT_ENUM_CAST(Camera2D::AnchorMode);
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VARIANT_ENUM_CAST(Camera2D::Camera2DProcessMode);
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#endif // CAMERA_2D_H
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