pandemonium_engine_minimal/scene/2d/remote_transform_2d.h

52 lines
1.1 KiB
C++

#ifndef REMOTE_TRANSFORM_2D_H
#define REMOTE_TRANSFORM_2D_H
/* remote_transform_2d.h */
#include "scene/main/node_2d.h"
class RemoteTransform2D : public Node2D {
GDCLASS(RemoteTransform2D, Node2D);
NodePath remote_node;
ObjectID cache;
bool use_global_coordinates;
bool update_remote_position;
bool update_remote_rotation;
bool update_remote_scale;
void _update_remote();
void _update_cache();
//void _node_exited_scene();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_remote_node(const NodePath &p_remote_node);
NodePath get_remote_node() const;
void set_use_global_coordinates(const bool p_enable);
bool get_use_global_coordinates() const;
void set_update_position(const bool p_update);
bool get_update_position() const;
void set_update_rotation(const bool p_update);
bool get_update_rotation() const;
void set_update_scale(const bool p_update);
bool get_update_scale() const;
void force_update_cache();
virtual String get_configuration_warning() const;
RemoteTransform2D();
};
#endif // REMOTE_TRANSFORM_2D_H