#ifndef CANVAS_LAYER_H #define CANVAS_LAYER_H /* canvas_layer.h */ #include "scene/main/node.h" class Viewport; class CanvasLayer : public Node { GDCLASS(CanvasLayer, Node); bool locrotscale_dirty; Vector2 ofs; Size2 scale; real_t rot; int layer; Transform2D transform; RID canvas; ObjectID custom_viewport_id; // to check validity Viewport *custom_viewport; RID viewport; Viewport *vp; int sort_index; bool visible; bool follow_viewport; float follow_viewport_scale; 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(); public: void update_draw_order(); 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_rotation_degrees(real_t p_degrees); real_t get_rotation_degrees() 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; #ifdef TOOLS_ENABLED StringName get_property_store_alias(const StringName &p_property) const; #endif CanvasLayer(); ~CanvasLayer(); }; #endif // CANVAS_LAYER_H