#ifndef GODOT_CPP_CANVASITEM_HPP #define GODOT_CPP_CANVASITEM_HPP #include #include #include #include #include namespace godot { class Texture; class StyleBox; class Font; class Mesh; class World2D; class Material; class InputEvent; class CanvasItem : public Node { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "CanvasItem"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums enum BlendMode { BLEND_MODE_SUB = 2, BLEND_MODE_MUL = 3, BLEND_MODE_MIX = 0, BLEND_MODE_PREMULT_ALPHA = 4, BLEND_MODE_ADD = 1, }; // constants const static int NOTIFICATION_VISIBILITY_CHANGED = 31; const static int NOTIFICATION_TRANSFORM_CHANGED = 29; const static int NOTIFICATION_DRAW = 30; const static int NOTIFICATION_EXIT_CANVAS = 33; const static int NOTIFICATION_ENTER_CANVAS = 32; // methods void _draw(); void _toplevel_raise_self(); void _update_callback(); void _edit_set_state(const Dictionary state); Dictionary _edit_get_state() const; void _edit_set_position(const Vector2 position); Vector2 _edit_get_position() const; bool _edit_use_position() const; void _edit_set_rect(const Rect2 rect); Rect2 _edit_get_rect() const; bool _edit_use_rect() const; Rect2 _edit_get_item_and_children_rect() const; void _edit_set_rotation(const double degrees); double _edit_get_rotation() const; bool _edit_use_rotation() const; void _edit_set_pivot(const Vector2 pivot); Vector2 _edit_get_pivot() const; bool _edit_use_pivot() const; RID get_canvas_item() const; void set_visible(const bool visible); bool is_visible() const; bool is_visible_in_tree() const; void show(); void hide(); void update(); void set_as_toplevel(const bool enable); bool is_set_as_toplevel() const; void set_light_mask(const int64_t light_mask); int64_t get_light_mask() const; void set_modulate(const Color modulate); Color get_modulate() const; void set_self_modulate(const Color self_modulate); Color get_self_modulate() const; void set_draw_behind_parent(const bool enable); bool is_draw_behind_parent_enabled() const; void _set_on_top(const bool on_top); bool _is_on_top() const; void draw_line(const Vector2 from, const Vector2 to, const Color color, const double width = 1, const bool antialiased = false); void draw_polyline(const PoolVector2Array points, const Color color, const double width = 1, const bool antialiased = false); void draw_polyline_colors(const PoolVector2Array points, const PoolColorArray colors, const double width = 1, const bool antialiased = false); void draw_multiline(const PoolVector2Array points, const Color color, const double width = 1, const bool antialiased = false); void draw_multiline_colors(const PoolVector2Array points, const PoolColorArray colors, const double width = 1, const bool antialiased = false); void draw_rect(const Rect2 rect, const Color color, const bool filled = true); void draw_circle(const Vector2 position, const double radius, const Color color); void draw_texture(const Ref texture, const Vector2 position, const Color modulate = Color(1,1,1,1), const Ref normal_map = nullptr); void draw_texture_rect(const Ref texture, const Rect2 rect, const bool tile, const Color modulate = Color(1,1,1,1), const bool transpose = false, const Ref normal_map = nullptr); void draw_texture_rect_region(const Ref texture, const Rect2 rect, const Rect2 src_rect, const Color modulate = Color(1,1,1,1), const bool transpose = false, const Ref normal_map = nullptr, const bool clip_uv = true); void draw_style_box(const Ref style_box, const Rect2 rect); void draw_primitive(const PoolVector2Array points, const PoolColorArray colors, const PoolVector2Array uvs, const Ref texture = nullptr, const double width = 1, const Ref normal_map = nullptr); void draw_polygon(const PoolVector2Array points, const PoolColorArray colors, const PoolVector2Array uvs = PoolVector2Array(), const Ref texture = nullptr, const Ref normal_map = nullptr, const bool antialiased = false); void draw_colored_polygon(const PoolVector2Array points, const Color color, const PoolVector2Array uvs = PoolVector2Array(), const Ref texture = nullptr, const Ref normal_map = nullptr, const bool antialiased = false); void draw_string(const Ref font, const Vector2 position, const String text, const Color modulate = Color(1,1,1,1), const int64_t clip_w = -1); double draw_char(const Ref font, const Vector2 position, const String _char, const String next, const Color modulate = Color(1,1,1,1)); void draw_mesh(const Ref mesh, const Ref texture, const Ref normal_map = nullptr); void draw_multimesh(const Ref mesh, const Ref texture, const Ref normal_map = nullptr); void draw_set_transform(const Vector2 position, const double rotation, const Vector2 scale); void draw_set_transform_matrix(const Transform2D xform); Transform2D get_transform() const; Transform2D get_global_transform() const; Transform2D get_global_transform_with_canvas() const; Transform2D get_viewport_transform() const; Rect2 get_viewport_rect() const; Transform2D get_canvas_transform() const; Vector2 get_local_mouse_position() const; Vector2 get_global_mouse_position() const; RID get_canvas() const; Ref get_world_2d() const; void set_material(const Ref material); Ref get_material() const; void set_use_parent_material(const bool enable); bool get_use_parent_material() const; void set_notify_local_transform(const bool enable); bool is_local_transform_notification_enabled() const; void set_notify_transform(const bool enable); bool is_transform_notification_enabled() const; Vector2 make_canvas_position_local(const Vector2 screen_point) const; Ref make_input_local(const Ref event) const; }; } #endif