AeThex-Engine-Core/engine/scene/main/canvas_layer.h
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

112 lines
3.8 KiB
C++

/**************************************************************************/
/* canvas_layer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "scene/main/node.h"
class Viewport;
class CanvasLayer : public Node {
GDCLASS(CanvasLayer, Node);
mutable bool locrotscale_dirty = false;
mutable Vector2 ofs;
mutable Size2 scale = Vector2(1, 1);
mutable real_t rot = 0.0;
int layer = 1;
Transform2D transform;
RID canvas;
ObjectID custom_viewport_id; // to check validity
Viewport *custom_viewport = nullptr;
RID viewport;
Viewport *vp = nullptr;
int sort_index = 0;
bool visible = true;
bool follow_viewport = false;
float follow_viewport_scale = 1.0;
void _update_xform();
void _update_locrotscale() const;
void _update_follow_viewport(bool p_force_exit = false);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_draw_order();
void set_layer(int p_xform);
int get_layer() const;
void set_visible(bool p_visible);
bool is_visible() const;
void show();
void hide();
void set_transform(const Transform2D &p_xform);
Transform2D get_transform() const;
Transform2D get_final_transform() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_rotation(real_t p_radians);
real_t get_rotation() const;
void set_scale(const Size2 &p_scale);
Size2 get_scale() const;
Size2 get_viewport_size() const;
RID get_viewport() const;
void set_custom_viewport(Node *p_viewport);
Node *get_custom_viewport() const;
void reset_sort_index();
int get_sort_index();
void set_follow_viewport(bool p_enable);
bool is_following_viewport() const;
void set_follow_viewport_scale(float p_ratio);
float get_follow_viewport_scale() const;
RID get_canvas() const;
CanvasLayer();
~CanvasLayer();
};