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https://github.com/godotengine/godot
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446 lines
19 KiB
C++
446 lines
19 KiB
C++
/**************************************************************************/
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/* canvas_item.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 CANVAS_ITEM_H
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#define CANVAS_ITEM_H
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#include "scene/main/node.h"
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#include "scene/resources/canvas_item_material.h"
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#include "scene/resources/font.h"
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class CanvasLayer;
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class MultiMesh;
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class StyleBox;
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class Window;
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class World2D;
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class CanvasItem : public Node {
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GDCLASS(CanvasItem, Node);
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friend class CanvasLayer;
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public:
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enum TextureFilter {
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TEXTURE_FILTER_PARENT_NODE,
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TEXTURE_FILTER_NEAREST,
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TEXTURE_FILTER_LINEAR,
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TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
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TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
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TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
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TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
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TEXTURE_FILTER_MAX
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};
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enum TextureRepeat {
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TEXTURE_REPEAT_PARENT_NODE,
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TEXTURE_REPEAT_DISABLED,
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TEXTURE_REPEAT_ENABLED,
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TEXTURE_REPEAT_MIRROR,
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TEXTURE_REPEAT_MAX,
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};
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enum ClipChildrenMode {
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CLIP_CHILDREN_DISABLED,
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CLIP_CHILDREN_ONLY,
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CLIP_CHILDREN_AND_DRAW,
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CLIP_CHILDREN_MAX,
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};
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private:
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mutable SelfList<Node>
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xform_change;
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RID canvas_item;
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StringName canvas_group;
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CanvasLayer *canvas_layer = nullptr;
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Color modulate = Color(1, 1, 1, 1);
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Color self_modulate = Color(1, 1, 1, 1);
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List<CanvasItem *> children_items;
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List<CanvasItem *>::Element *C = nullptr;
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int light_mask = 1;
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uint32_t visibility_layer = 1;
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int z_index = 0;
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bool z_relative = true;
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bool y_sort_enabled = false;
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Window *window = nullptr;
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bool visible = true;
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bool parent_visible_in_tree = false;
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bool pending_update = false;
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bool top_level = false;
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bool drawing = false;
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bool block_transform_notify = false;
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bool behind = false;
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bool use_parent_material = false;
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bool notify_local_transform = false;
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bool notify_transform = false;
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bool hide_clip_children = false;
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ClipChildrenMode clip_children_mode = CLIP_CHILDREN_DISABLED;
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mutable RS::CanvasItemTextureFilter texture_filter_cache = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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mutable RS::CanvasItemTextureRepeat texture_repeat_cache = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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TextureFilter texture_filter = TEXTURE_FILTER_PARENT_NODE;
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TextureRepeat texture_repeat = TEXTURE_REPEAT_PARENT_NODE;
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Ref<Material> material;
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mutable Transform2D global_transform;
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mutable MTFlag global_invalid;
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_FORCE_INLINE_ bool _is_global_invalid() const { return is_group_processing() ? global_invalid.mt.is_set() : global_invalid.st; }
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void _set_global_invalid(bool p_invalid) const;
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void _top_level_raise_self();
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void _propagate_visibility_changed(bool p_parent_visible_in_tree);
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void _handle_visibility_change(bool p_visible);
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virtual void _top_level_changed();
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virtual void _top_level_changed_on_parent();
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void _redraw_callback();
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void _enter_canvas();
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void _exit_canvas();
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void _window_visibility_changed();
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void _notify_transform(CanvasItem *p_node);
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virtual void _physics_interpolated_changed() override;
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static CanvasItem *current_item_drawn;
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friend class Viewport;
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void _refresh_texture_repeat_cache() const;
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void _update_texture_repeat_changed(bool p_propagate);
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void _refresh_texture_filter_cache() const;
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void _update_texture_filter_changed(bool p_propagate);
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void _notify_transform_deferred();
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protected:
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virtual void _update_self_texture_repeat(RS::CanvasItemTextureRepeat p_texture_repeat);
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virtual void _update_self_texture_filter(RS::CanvasItemTextureFilter p_texture_filter);
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_FORCE_INLINE_ void _notify_transform() {
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_notify_transform(this);
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if (is_inside_tree() && !block_transform_notify && notify_local_transform) {
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notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
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}
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}
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void item_rect_changed(bool p_size_changed = true);
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void _notification(int p_what);
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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void _draw_circle_bind_compat_84472(const Point2 &p_pos, real_t p_radius, const Color &p_color);
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void _draw_rect_bind_compat_84523(const Rect2 &p_rect, const Color &p_color, bool p_filled, real_t p_width);
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void _draw_dashed_line_bind_compat_84523(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width, real_t p_dash, bool p_aligned);
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void _draw_multiline_bind_compat_84523(const Vector<Point2> &p_points, const Color &p_color, real_t p_width);
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void _draw_multiline_colors_bind_compat_84523(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width);
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static void _bind_compatibility_methods();
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#endif
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void _validate_property(PropertyInfo &p_property) const;
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_FORCE_INLINE_ void set_hide_clip_children(bool p_value) { hide_clip_children = p_value; }
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GDVIRTUAL0(_draw)
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public:
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enum {
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NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique
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NOTIFICATION_DRAW = 30,
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NOTIFICATION_VISIBILITY_CHANGED = 31,
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NOTIFICATION_ENTER_CANVAS = 32,
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NOTIFICATION_EXIT_CANVAS = 33,
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NOTIFICATION_LOCAL_TRANSFORM_CHANGED = 35,
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NOTIFICATION_WORLD_2D_CHANGED = 36,
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};
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/* EDITOR */
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#ifdef TOOLS_ENABLED
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// Select the node
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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// Save and restore a CanvasItem state
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virtual void _edit_set_state(const Dictionary &p_state) {}
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virtual Dictionary _edit_get_state() const { return Dictionary(); }
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// Used to move the node
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virtual void _edit_set_position(const Point2 &p_position) = 0;
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virtual Point2 _edit_get_position() const = 0;
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// Used to scale the node
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virtual void _edit_set_scale(const Size2 &p_scale) = 0;
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virtual Size2 _edit_get_scale() const = 0;
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// Used to rotate the node
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virtual bool _edit_use_rotation() const { return false; };
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virtual void _edit_set_rotation(real_t p_rotation) {}
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virtual real_t _edit_get_rotation() const { return 0.0; };
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// Used to resize/move the node
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virtual bool _edit_use_rect() const { return false; }; // MAYBE REPLACE BY A _edit_get_editmode()
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virtual void _edit_set_rect(const Rect2 &p_rect) {}
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virtual Rect2 _edit_get_rect() const { return Rect2(0, 0, 0, 0); };
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virtual Size2 _edit_get_minimum_size() const { return Size2(-1, -1); }; // LOOKS WEIRD
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// Used to set a pivot
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virtual bool _edit_use_pivot() const { return false; };
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virtual void _edit_set_pivot(const Point2 &p_pivot) {}
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virtual Point2 _edit_get_pivot() const { return Point2(); };
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virtual Transform2D _edit_get_transform() const;
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#endif
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void update_draw_order();
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/* VISIBILITY */
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void set_visible(bool p_visible);
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bool is_visible() const;
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bool is_visible_in_tree() const;
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void show();
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void hide();
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void queue_redraw();
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void move_to_front();
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void set_clip_children_mode(ClipChildrenMode p_clip_mode);
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ClipChildrenMode get_clip_children_mode() const;
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virtual void set_light_mask(int p_light_mask);
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int get_light_mask() const;
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void set_modulate(const Color &p_modulate);
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Color get_modulate() const;
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Color get_modulate_in_tree() const;
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virtual void set_self_modulate(const Color &p_self_modulate);
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Color get_self_modulate() const;
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void set_visibility_layer(uint32_t p_visibility_layer);
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uint32_t get_visibility_layer() const;
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void set_visibility_layer_bit(uint32_t p_visibility_layer, bool p_enable);
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bool get_visibility_layer_bit(uint32_t p_visibility_layer) const;
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/* ORDERING */
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virtual void set_z_index(int p_z);
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int get_z_index() const;
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int get_effective_z_index() const;
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void set_z_as_relative(bool p_enabled);
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bool is_z_relative() const;
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virtual void set_y_sort_enabled(bool p_enabled);
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virtual bool is_y_sort_enabled() const;
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/* DRAWING API */
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void draw_dashed_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = -1.0, real_t p_dash = 2.0, bool p_aligned = true, bool p_antialiased = false);
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void draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_polyline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_polyline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_arc(const Vector2 &p_center, real_t p_radius, real_t p_start_angle, real_t p_end_angle, int p_point_count, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_multiline(const Vector<Point2> &p_points, const Color &p_color, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_multiline_colors(const Vector<Point2> &p_points, const Vector<Color> &p_colors, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_rect(const Rect2 &p_rect, const Color &p_color, bool p_filled = true, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_circle(const Point2 &p_pos, real_t p_radius, const Color &p_color, bool p_filled = true, real_t p_width = -1.0, bool p_antialiased = false);
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void draw_texture(const Ref<Texture2D> &p_texture, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1, 1));
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void draw_texture_rect(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false);
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void draw_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, bool p_clip_uv = false);
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void draw_msdf_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), double p_outline = 0.0, double p_pixel_range = 4.0, double p_scale = 1.0);
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void draw_lcd_texture_rect_region(const Ref<Texture2D> &p_texture, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1));
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void draw_style_box(const Ref<StyleBox> &p_style_box, const Rect2 &p_rect);
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void draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture = Ref<Texture2D>());
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void draw_polygon(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>());
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void draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs = Vector<Point2>(), Ref<Texture2D> p_texture = Ref<Texture2D>());
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void draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1));
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void draw_multimesh(const Ref<MultiMesh> &p_multimesh, const Ref<Texture2D> &p_texture);
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void draw_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_multiline_string(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_max_lines = -1, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::LineBreakFlag> p_brk_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND, BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_string_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_multiline_string_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_max_lines = -1, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0), BitField<TextServer::LineBreakFlag> p_brk_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND, BitField<TextServer::JustificationFlag> p_jst_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND, TextServer::Direction p_direction = TextServer::DIRECTION_AUTO, TextServer::Orientation p_orientation = TextServer::ORIENTATION_HORIZONTAL) const;
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void draw_char(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, int p_font_size = Font::DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1.0, 1.0, 1.0)) const;
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void draw_char_outline(const Ref<Font> &p_font, const Point2 &p_pos, const String &p_char, int p_font_size = Font::DEFAULT_FONT_SIZE, int p_size = 1, const Color &p_modulate = Color(1.0, 1.0, 1.0)) const;
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void draw_set_transform(const Point2 &p_offset, real_t p_rot = 0.0, const Size2 &p_scale = Size2(1.0, 1.0));
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void draw_set_transform_matrix(const Transform2D &p_matrix);
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void draw_animation_slice(double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset = 0);
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void draw_end_animation();
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static CanvasItem *get_current_item_drawn();
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/* RECT / TRANSFORM */
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void set_as_top_level(bool p_top_level);
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bool is_set_as_top_level() const;
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void set_draw_behind_parent(bool p_enable);
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bool is_draw_behind_parent_enabled() const;
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CanvasItem *get_parent_item() const;
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virtual Transform2D get_transform() const = 0;
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virtual Transform2D get_global_transform() const;
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virtual Transform2D get_global_transform_with_canvas() const;
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virtual Transform2D get_screen_transform() const;
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CanvasItem *get_top_level() const;
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_FORCE_INLINE_ RID get_canvas_item() const {
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return canvas_item;
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}
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void set_block_transform_notify(bool p_enable);
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bool is_block_transform_notify_enabled() const;
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Transform2D get_canvas_transform() const;
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Transform2D get_viewport_transform() const;
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Rect2 get_viewport_rect() const;
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RID get_viewport_rid() const;
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RID get_canvas() const;
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ObjectID get_canvas_layer_instance_id() const;
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Ref<World2D> get_world_2d() const;
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virtual void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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virtual void set_use_parent_material(bool p_use_parent_material);
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bool get_use_parent_material() const;
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Ref<InputEvent> make_input_local(const Ref<InputEvent> &p_event) const;
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Vector2 make_canvas_position_local(const Vector2 &screen_point) const;
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Vector2 get_global_mouse_position() const;
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Vector2 get_local_mouse_position() const;
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void set_notify_local_transform(bool p_enable);
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bool is_local_transform_notification_enabled() const;
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void set_notify_transform(bool p_enable);
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bool is_transform_notification_enabled() const;
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void force_update_transform();
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virtual void set_texture_filter(TextureFilter p_texture_filter);
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TextureFilter get_texture_filter() const;
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virtual void set_texture_repeat(TextureRepeat p_texture_repeat);
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TextureRepeat get_texture_repeat() const;
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TextureFilter get_texture_filter_in_tree() const;
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TextureRepeat get_texture_repeat_in_tree() const;
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// Used by control nodes to retrieve the parent's anchorable area
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virtual Rect2 get_anchorable_rect() const { return Rect2(0, 0, 0, 0); };
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int get_canvas_layer() const;
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CanvasLayer *get_canvas_layer_node() const;
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CanvasItem();
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~CanvasItem();
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};
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VARIANT_ENUM_CAST(CanvasItem::TextureFilter)
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VARIANT_ENUM_CAST(CanvasItem::TextureRepeat)
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VARIANT_ENUM_CAST(CanvasItem::ClipChildrenMode)
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class CanvasTexture : public Texture2D {
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GDCLASS(CanvasTexture, Texture2D);
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OBJ_SAVE_TYPE(Texture2D); // Saves derived classes with common type so they can be interchanged.
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Ref<Texture2D> diffuse_texture;
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Ref<Texture2D> normal_texture;
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Ref<Texture2D> specular_texture;
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Color specular = Color(1, 1, 1, 1);
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real_t shininess = 1.0;
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RID canvas_texture;
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CanvasItem::TextureFilter texture_filter = CanvasItem::TEXTURE_FILTER_PARENT_NODE;
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CanvasItem::TextureRepeat texture_repeat = CanvasItem::TEXTURE_REPEAT_PARENT_NODE;
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protected:
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static void _bind_methods();
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public:
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void set_diffuse_texture(const Ref<Texture2D> &p_diffuse);
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Ref<Texture2D> get_diffuse_texture() const;
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void set_normal_texture(const Ref<Texture2D> &p_normal);
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Ref<Texture2D> get_normal_texture() const;
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void set_specular_texture(const Ref<Texture2D> &p_specular);
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Ref<Texture2D> get_specular_texture() const;
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void set_specular_color(const Color &p_color);
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Color get_specular_color() const;
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void set_specular_shininess(real_t p_shininess);
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real_t get_specular_shininess() const;
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void set_texture_filter(CanvasItem::TextureFilter p_filter);
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CanvasItem::TextureFilter get_texture_filter() const;
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void set_texture_repeat(CanvasItem::TextureRepeat p_repeat);
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CanvasItem::TextureRepeat get_texture_repeat() const;
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virtual int get_width() const override;
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virtual int get_height() const override;
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virtual bool is_pixel_opaque(int p_x, int p_y) const override;
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virtual bool has_alpha() const override;
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virtual Ref<Image> get_image() const override;
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virtual RID get_rid() const override;
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CanvasTexture();
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~CanvasTexture();
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};
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#endif // CANVAS_ITEM_H
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