/*************************************************************************/ /* node_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 NODE2D_H #define NODE2D_H #include "scene/2d/canvas_item.h" class Node2D : public CanvasItem { GDCLASS(Node2D, CanvasItem ); Point2 pos; float angle; Size2 _scale; int z; bool z_relative; Matrix32 _mat; bool _xform_dirty; void _update_transform(); // Deprecated, should be removed in a future version. void _set_rotd(float p_angle); float _get_rotd() const; void _update_xform_values(); protected: void _notification(int p_what); static void _bind_methods(); public: virtual Variant edit_get_state() const; virtual void edit_set_state(const Variant& p_state); virtual void edit_set_rect(const Rect2& p_edit_rect); virtual void edit_rotate(float p_rot); virtual void edit_set_pivot(const Point2& p_pivot); virtual Point2 edit_get_pivot() const; virtual bool edit_has_pivot() const; void set_pos(const Point2& p_pos); void set_rot(float p_radians); void set_rotd(float p_degrees); void set_scale(const Size2& p_scale); void rotate(float p_radians); void move_x(float p_delta,bool p_scaled=false); void move_y(float p_delta,bool p_scaled=false); void translate(const Vector2& p_amount); void global_translate(const Vector2& p_amount); void scale(const Size2& p_amount); Point2 get_pos() const; float get_rot() const; float get_rotd() const; Size2 get_scale() const; Point2 get_global_pos() const; float get_global_rot() const; float get_global_rotd() const; Size2 get_global_scale() const; virtual Rect2 get_item_rect() const; void set_transform(const Matrix32& p_transform); void set_global_transform(const Matrix32& p_transform); void set_global_pos(const Point2& p_pos); void set_global_rot(float p_radians); void set_global_rotd(float p_degrees); void set_global_scale(const Size2& p_scale); void set_z(int p_z); int get_z() const; void look_at(const Vector2& p_pos); float get_angle_to(const Vector2& p_pos) const; void set_z_as_relative(bool p_enabled); bool is_z_relative() const; Matrix32 get_relative_transform_to_parent(const Node *p_parent) const; Matrix32 get_transform() const; Node2D(); }; #endif // NODE2D_H