Camera2D

open class Camera2D : Node2D

A Node2D that scrolls the closest rendering Camera. The rendering Camera will either be from a CanvasLayer or the SceneGraph. Only one Camera2D can be active at a time per Camera.

Author

Colton Daily

Constructors

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fun Camera2D()

Functions

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fun addChild(child: Node): Node

Sets the parent of the child to this Node.

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fun addChildAt(child: Node, index: Int): Node

Sets the parent of the child to this Node sets it at the specified index.

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fun addChildren(vararg children: Node): Node

Sets the parent of the children to this Node.

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open override fun callInput(event: InputEvent<*>)
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open override fun callUnhandledInput(event: InputEvent<*>)
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open operator override fun compareTo(other: Node): Int

Compares Node by depth and position at each depth.

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fun copyFrom(node: CanvasItem)
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open fun debugRender(batch: Batch, camera: Camera, shapeRenderer: ShapeRenderer)

Draw any debug related items here.

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fun destroy()

Remove the Node from the SceneGraph and destroys all children.

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Removes & destroys all children nodes.

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fun enabled(value: Boolean): Node

Enables/disables the Node. When disabled colliders are removed from the Physics system and will not be called.

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open operator override fun equals(other: Any?): Boolean
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Sets the position of the CanvasItem in global space.

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Sets the rotation of the CanvasItem in global space in radians.

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Sets the global scale of the CanvasItem.

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open override fun hashCode(): Int
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Determines if this Node has zero children nodes.

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Determines if this Node contains any children.

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operator fun minusAssign(child: Node)
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fun moveChild(child: Node, index: Int): Node

Moves a child node to the specified index.

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open fun onDescendantAdded(child: Node)
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open fun onDescendantRemoved(child: Node)
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open override fun onDestroy()

Called when destroy is invoked and all of its children have been destroyed.

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open override fun parent(parent: Node?): Node

Sets the parent Node of this Node.

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operator fun plusAssign(child: Node)
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fun position(x: Float, y: Float, invokeCallback: Boolean = true): CanvasItem

Sets the position of the CanvasItem relative to the parent Node. If the CanvasItem has no parent or if the parent node is NOT a CanvasItem, then it is the same a globalPosition

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open fun postRender(batch: Batch, camera: Camera, shapeRenderer: ShapeRenderer)

Invoked after render. Calculations or logic that needs to be done after rendering such as flushing the batch or ending a frame buffer. The Camera can be used for culling and the Batch instance to draw with.

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open override fun preRender(batch: Batch, camera: Camera, shapeRenderer: ShapeRenderer)

Invoked before render. Calculations or logic that needs to be done before rendering such as flushing the batch or starting a frame buffer. The Camera can be used for culling and the Batch instance to draw with.

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fun propagateDebugRender(batch: Batch, camera: Camera, camera3d: Camera, shapeRenderer: ShapeRenderer, renderCallback: (Node, Batch, Camera, Camera, ShapeRenderer) -> Unit?)

Internal debug rendering that needs to be done on the node that shouldn't be overridden. Calls propagateInternalDebugRender method.

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open fun propagateHit(hx: Float, hy: Float): Control?
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open fun propagateInput(event: InputEvent<*>): Boolean
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open override fun propagateInternalDebugRender(batch: Batch, camera: Camera, camera3d: Camera, shapeRenderer: ShapeRenderer, renderCallback: (Node, Batch, Camera, Camera, ShapeRenderer) -> Unit?)
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open override fun propagateInternalRender(batch: Batch, camera: Camera, camera3d: Camera, shapeRenderer: ShapeRenderer, renderCallback: (Node, Batch, Camera, Camera, ShapeRenderer) -> Unit?)
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fun propagatePostRender(batch: Batch, camera: Camera, shapeRenderer: ShapeRenderer)

Internal post rendering that needs to be done on the node that shouldn't be overridden. Calls propagatePostRender method.

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fun propagatePreRender(batch: Batch, camera: Camera, shapeRenderer: ShapeRenderer)

Internal pre rendering that needs to be done on the node that shouldn't be overridden. Calls propagatePreRender method.

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fun propagateRender(batch: Batch, camera: Camera, camera3d: Camera, shapeRenderer: ShapeRenderer, renderCallback: (Node, Batch, Camera, Camera, ShapeRenderer) -> Unit?)

Internal rendering that needs to be done on the node that shouldn't be overridden. Calls propagateInternalRender method.

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fun propagateResize(width: Int, height: Int, center: Boolean)
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fun removeChild(child: Node): Node

Removes the node if this node is its parent.

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Removes the child at the specified index.

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open fun render(batch: Batch, camera: Camera, shapeRenderer: ShapeRenderer)

The main render method. The Camera can be used for culling and the Batch instance to draw with.

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Sets the rotation of the CanvasItem relative to the parent Node in radians. If the CanvasItem has no parent or if the parent node is NOT a CanvasItem, then it is the same a globalRotation

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fun scale(value: Vec2f): CanvasItem

Sets the scale of the CanvasItem relative to the parent transform's scales. If the CanvasItem has no parent or if the parent node is NOT a CanvasItem, then it is the same a globalScale

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Sends the child node at the specified index to the bottom of this list which will be rendered on top.

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Sends the child node at the specified index to the top of this list which will be rendered behind.

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Sends the child node to the bottom of this list which will be rendered on top.

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fun sendChildToTop(child: Node): Node

Sends the child node to the top of this list which will be rendered behind.

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fun swapChildren(child: Node, child2: Node): Node

Swaps the two children positions within the parents list

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fun swapChildrenAt(idx: Int, idx2: Int): Node

Swaps children positions at the specified indices.

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fun toGlobal(point: Vec2f): Vec2f
fun toGlobal(x: Float, y: Float): Vec2f

Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node's own position will give an incorrect result, as it will incorporate the node's own transformation into its global position.

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fun toLocal(point: Vec2f): Vec2f
fun toLocal(x: Float, y: Float): Vec2f

Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.

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open override fun toString(): String
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fun translate(offset: Vec2f)
fun translate(x: Float, y: Float)

Translates the position by the offset vector in local coordinates.

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open fun updateTransform()

Updates the current CanvasItem transform if it is dirty.

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fun visible(value: Boolean): Node

Shows/hides the Node. When disabled propagateInternalRender is no longer called.

Properties

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var active: Boolean = false

Disables other cameras sharing the same CanvasLayer or SceneGraph.root.

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var canvas: CanvasLayer? = null

The CanvasLayer that this Node belongs to. The closest parent CanvasLayer will be selected. If none are found, the scene root viewport will be used.

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The current child count for this Node. Alias for NodeList.size.

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The children of this Node. Alias for nodes.

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Enables/disables the node.

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var far: Float = 1000.0f
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Attempts to grab the SceneGraph.fixedProgressionRatio. Defaults to 1 if not.

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The position of the CanvasItem in global space. If you want to set the x,y properties of this Vec2f then use the globalX and globalY properties of this CanvasItem

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The rotation of the CanvasItem in global space in radians

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The global scale of the CanvasItem. If you want to set the x,y properties of this Vec2f then use the globalScaleX and globalScaleY properties of this CanvasItem.

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The global x-scale of the CanvasItem.

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The global y-scale of the CanvasItem.

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val id: Int

Unique identifier for this node.

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val index: Int

The index of this Node as a child in it's parent.

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Check if this Node is in a SceneGraph

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If destroy was called, this will be true until the next time node's are processed.

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var material: Material? = null
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Node name. useful for doing scene-wide searches for an node

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var near: Float = 0.0f
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The list of Nodes in this scene.

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List of 'addedToScene' callbacks called when onAddedToScene is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'debugRender' callbacks called when debugRender is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'destroy' callbacks called when destroy is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'onDisabled' callbacks called when onDisabled is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'onEnabled' callbacks called when onEnabled is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'fixed-update' callbacks called when fixedUpdate is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'input' callbacks called when input is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'onInvisible' callbacks called when onInvisible is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'postRender' callbacks called after postRender is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'post-update' callbacks called when postUpdate is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'preRender' callbacks called when onPreRender is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'pre-update' callbacks called when preUpdate is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'ready' callbacks called when ready is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'removedFromScene' callbacks called when onRemovedFromScene is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'render' callbacks called when propagateInternalRender is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'resize' callbacks called when resize is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'unhandledInput' callbacks called when unhandledInput is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'update' callbacks called when update is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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List of 'onVisible' callbacks called when onVisible is called. Add any additional callbacks directly to this list. The main use is to add callbacks directly to nodes inline when building a SceneGraph vs having to extend a class directly.

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var parent: Node?

The parent Node, if any.

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The position of the CanvasItem relative to the parent transform. If the CanvasItem has no parent or if the parent node is NOT a CanvasItem, then it is the same a globalPosition. If you want to set the x,y properties of this Vec2f then use the x and y properties of this CanvasItem

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val ppu: Float

Pixels per unit. Mainly used when rendering a Node. This is based off of the SceneGraph.ppu.

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The inverse of ppu. This is based off the SceneGraph.ppuInv.

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The rotation of the CanvasItem relative to the parent transform's rotation. If the CanvasItem has no parent or if the parent node is NOT a CanvasItem, then it is the same a globalRotation

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The scale of the CanvasItem relative to the parent transform's scales. If the CanvasItem has no parent or if the parent node is NOT a CanvasItem, then it is the same a globalScale. If you want to set the x,y properties of this Vec2f then use the scaleX and scaleY properties of this CanvasItem.

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The x-scale of the CanvasItem relative to the parent transform's scales.

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The y-scale of the CanvasItem relative to the parent transform's scales.

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var scene: SceneGraph<*>?

The scene this node belongs to.

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var snapToPixel: Boolean = false
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Specifies how often this node's update method should be called. 1 means every frame, 2 is every other, etc

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Shows/hides the node if it is renderable.

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var x: Float
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var y: Float
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var ySort: Boolean = false
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var zoom: Float = 1.0f

Extensions

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inline fun Node.button(callback: Button.() -> Unit = {}): Button

Adds a Button to the current Node as a child and then triggers the callback

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inline fun Node.camera2d(callback: Camera2D.() -> Unit = {}): Camera2D

Adds a Camera2D to the current Node as a child and then triggers the callback

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inline fun Node.camera3d(callback: Camera3D.() -> Unit = {}): Camera3D

Adds a Camera3D to the current Node as a child and then triggers the callback

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inline fun Node.canvasLayer(callback: CanvasLayer.() -> Unit = {}): CanvasLayer

Adds a CanvasLayer to the current Node as a child and then triggers the callback

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inline fun Node.centerContainer(callback: CenterContainer.() -> Unit = {}): CenterContainer

Adds a CenterContainer to the current Node as a child and then triggers the callback

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inline fun Node.column(callback: VBoxContainer.() -> Unit = {}): VBoxContainer

Adds a VBoxContainer to the current Node as a child and then triggers the callback

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inline fun Node.container(callback: Container.() -> Unit = {}): Container

Adds a Container to the current Node as a child and then triggers the callback

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inline fun Node.control(callback: Control.() -> Unit = {}): Control

Adds a Control to the current Node as a child and then triggers the callback

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inline fun Node.directionalLight(callback: DirectionalLight.() -> Unit = {}): DirectionalLight

Adds a DirectionalLight to the current Node as a child and then triggers the callback

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inline fun <T : Node> Node.findFirstNodeOfType(): T?
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inline fun Node.frameBuffer(callback: FrameBufferNode.() -> Unit = {}): FrameBufferNode
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Adds a FrameBufferContainer to the current Node as a child and then triggers the callback

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inline fun Node.hBoxContainer(callback: HBoxContainer.() -> Unit = {}): HBoxContainer

Adds a HBoxContainer to the current Node as a child and then triggers the callback

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inline fun Node.hScrollBar(callback: HScrollBar.() -> Unit = {}): HScrollBar

Adds a HScrollBar to the current Node as a child and then triggers the callback

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inline fun Node.label(callback: Label.() -> Unit = {}): Label

Adds a Label to the current Node as a child and then triggers the callback

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inline fun Node.lineEdit(callback: LineEdit.() -> Unit = {}): LineEdit

Adds a LineEdit to the current Node as a child and then triggers the callback

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inline fun Node.meshNode(callback: MeshNode.() -> Unit = {}): MeshNode

Adds a MeshNode to the current Node as a child and then triggers the callback

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inline fun Node.ninePatchRect(callback: NinePatchRect.() -> Unit = {}): NinePatchRect

Adds a NinePatchRect to the current Node as a child and then triggers the callback

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inline fun Node.node(callback: Node.() -> Unit = {}): Node

Adds a Node to the current Node as a child and then triggers the callback

inline fun <T : Node> Node.node(node: T, callback: T.() -> Unit = {}): T

Adds the specified Node to the current Node as a child and then triggers the callback. This can be used for classes that extend node that perhaps they don't have a DSL method to initialize it.

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inline fun Node.node2d(callback: Node2D.() -> Unit = {}): Node2D

Adds a Node2D to the current Node as a child and then triggers the callback

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inline fun Node.node3d(callback: Node3D.() -> Unit = {}): Node3D

Adds a Node3D to the current Node as a child and then triggers the callback

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inline fun Node.paddedContainer(callback: PaddedContainer.() -> Unit = {}): PaddedContainer

Adds a PaddedContainer to the current Node as a child and then triggers the callback

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inline fun Node.panel(callback: Panel.() -> Unit = {}): Panel

Adds a Panel to the current Node as a child and then triggers the callback

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inline fun Node.panelContainer(callback: PanelContainer.() -> Unit = {}): PanelContainer

Adds a PanelContainer to the current Node as a child and then triggers the callback

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inline fun Node.progressBar(callback: ProgressBar.() -> Unit = {}): ProgressBar

Adds a ProgressBar to the current Node as a child and then triggers the callback

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inline fun Node.row(callback: HBoxContainer.() -> Unit = {}): HBoxContainer

Adds a HBoxContainer to the current Node as a child and then triggers the callback

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inline fun Node.scrollContainer(callback: ScrollContainer.() -> Unit = {}): ScrollContainer

Adds a ScrollContainer to the current Node as a child and then triggers the callback

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inline fun Node.textureProgress(callback: TextureProgress.() -> Unit = {}): TextureProgress

Adds a TextureProgress to the current Node as a child and then triggers the callback

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inline fun Node.textureRect(callback: TextureRect.() -> Unit = {}): TextureRect

Adds a TextureRect to the current Node as a child and then triggers the callback

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inline fun Node.vBoxContainer(callback: VBoxContainer.() -> Unit = {}): VBoxContainer

Adds a VBoxContainer to the current Node as a child and then triggers the callback

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inline fun Node.viewport(callback: ViewportCanvasLayer.() -> Unit = {}): ViewportCanvasLayer

Adds a ViewportCanvasLayer to the current Node as a child and then triggers the callback

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inline fun Node.vScrollBar(callback: VScrollBar.() -> Unit = {}): VScrollBar

Adds a VScrollBar to the current Node as a child and then triggers the callback