godot/scene/2d/parallax_background.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

86 lines
3.4 KiB
C++

/*************************************************************************/
/* parallax_background.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 PARALLAX_BACKGROUND_H
#define PARALLAX_BACKGROUND_H
#include "scene/main/canvas_layer.h"
class ParallaxBackground : public CanvasLayer {
GDCLASS(ParallaxBackground, CanvasLayer);
Point2 offset;
real_t scale = 1.0;
Point2 base_offset;
Point2 base_scale = Vector2(1, 1);
Point2 screen_offset;
String group_name;
Point2 limit_begin;
Point2 limit_end;
Point2 final_offset;
bool ignore_camera_zoom = false;
void _update_scroll();
protected:
void _camera_moved(const Transform2D &p_transform, const Point2 &p_screen_offset);
void _notification(int p_what);
static void _bind_methods();
public:
void set_scroll_offset(const Point2 &p_ofs);
Point2 get_scroll_offset() const;
void set_scroll_scale(real_t p_scale);
real_t get_scroll_scale() const;
void set_scroll_base_offset(const Point2 &p_ofs);
Point2 get_scroll_base_offset() const;
void set_scroll_base_scale(const Point2 &p_ofs);
Point2 get_scroll_base_scale() const;
void set_limit_begin(const Point2 &p_ofs);
Point2 get_limit_begin() const;
void set_limit_end(const Point2 &p_ofs);
Point2 get_limit_end() const;
void set_ignore_camera_zoom(bool ignore);
bool is_ignore_camera_zoom();
Vector2 get_final_offset() const;
ParallaxBackground();
};
#endif // PARALLAX_BACKGROUND_H