#ifndef GODOT_CPP_CAMERA2D_HPP #define GODOT_CPP_CAMERA2D_HPP #include #include #include #include #include #include namespace godot { class Object; class Node; class Camera2D : public Node2D { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "Camera2D"; } 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 AnchorMode { ANCHOR_MODE_FIXED_TOP_LEFT = 0, ANCHOR_MODE_DRAG_CENTER = 1, }; // constants static Camera2D *_new(); // methods void set_offset(const Vector2 offset); Vector2 get_offset() const; void set_anchor_mode(const int64_t anchor_mode); Camera2D::AnchorMode get_anchor_mode() const; void set_rotating(const bool rotating); bool is_rotating() const; void make_current(); void clear_current(); void _make_current(const Object *arg0); void _update_scroll(); void _set_current(const bool current); bool is_current() const; void set_limit(const int64_t margin, const int64_t limit); int64_t get_limit(const int64_t margin) const; void set_limit_smoothing_enabled(const bool limit_smoothing_enabled); bool is_limit_smoothing_enabled() const; void set_v_drag_enabled(const bool enabled); bool is_v_drag_enabled() const; void set_h_drag_enabled(const bool enabled); bool is_h_drag_enabled() const; void set_v_offset(const double ofs); double get_v_offset() const; void set_h_offset(const double ofs); double get_h_offset() const; void set_drag_margin(const int64_t margin, const double drag_margin); double get_drag_margin(const int64_t margin) const; Vector2 get_camera_position() const; Vector2 get_camera_screen_center() const; void set_zoom(const Vector2 zoom); Vector2 get_zoom() const; void set_custom_viewport(const Object *viewport); Node *get_custom_viewport() const; void set_follow_smoothing(const double follow_smoothing); double get_follow_smoothing() const; void set_enable_follow_smoothing(const bool follow_smoothing); bool is_follow_smoothing_enabled() const; void force_update_scroll(); void reset_smoothing(); void align(); void _set_old_smoothing(const double follow_smoothing); void set_screen_drawing_enabled(const bool screen_drawing_enabled); bool is_screen_drawing_enabled() const; void set_limit_drawing_enabled(const bool limit_drawing_enabled); bool is_limit_drawing_enabled() const; void set_margin_drawing_enabled(const bool margin_drawing_enabled); bool is_margin_drawing_enabled() const; }; } #endif