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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
88 lines
3.4 KiB
C++
88 lines
3.4 KiB
C++
/*************************************************************************/
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/* parallax_background.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 PARALLAX_BACKGROUND_H
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#define PARALLAX_BACKGROUND_H
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#include "scene/2d/camera_2d.h"
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#include "scene/2d/node_2d.h"
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#include "scene/main/canvas_layer.h"
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class ParallaxBackground : public CanvasLayer {
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GDCLASS(ParallaxBackground, CanvasLayer);
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Point2 offset;
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float scale;
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Point2 base_offset;
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Point2 base_scale;
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Point2 screen_offset;
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String group_name;
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Point2 limit_begin;
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Point2 limit_end;
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Point2 final_offset;
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bool ignore_camera_zoom;
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void _update_scroll();
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protected:
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void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset);
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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_scroll_offset(const Point2 &p_ofs);
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Point2 get_scroll_offset() const;
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void set_scroll_scale(float p_scale);
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float get_scroll_scale() const;
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void set_scroll_base_offset(const Point2 &p_ofs);
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Point2 get_scroll_base_offset() const;
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void set_scroll_base_scale(const Point2 &p_ofs);
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Point2 get_scroll_base_scale() const;
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void set_limit_begin(const Point2 &p_ofs);
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Point2 get_limit_begin() const;
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void set_limit_end(const Point2 &p_ofs);
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Point2 get_limit_end() const;
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void set_ignore_camera_zoom(bool ignore);
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bool is_ignore_camera_zoom();
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Vector2 get_final_offset() const;
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ParallaxBackground();
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};
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#endif // PARALLAX_BACKGROUND_H
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