add viewport.get_camera_2d()

* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
This commit is contained in:
Josh Chandler
2020-04-28 11:04:07 -04:00
parent e849dc1791
commit 879f84d8f8
13 changed files with 113 additions and 91 deletions

View File

@@ -21,13 +21,6 @@
Aligns the camera to the tracked node.
</description>
</method>
<method name="clear_current">
<return type="void">
</return>
<description>
Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-assigned camera.
</description>
</method>
<method name="force_update_scroll">
<return type="void">
</return>
@@ -67,13 +60,6 @@
Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right].
</description>
</method>
<method name="make_current">
<return type="void">
</return>
<description>
Make this the current 2D camera for the scene (viewport and layer), in case there are many cameras in the scene.
</description>
</method>
<method name="reset_smoothing">
<return type="void">
</return>
@@ -109,7 +95,7 @@
<member name="anchor_mode" type="int" setter="set_anchor_mode" getter="get_anchor_mode" enum="Camera2D.AnchorMode" default="1">
The Camera2D's anchor point. See [enum AnchorMode] constants.
</member>
<member name="current" type="bool" setter="_set_current" getter="is_current" default="false">
<member name="current" type="bool" setter="set_current" getter="is_current" default="false">
If [code]true[/code], the camera is the active camera for the current scene. Only one camera can be current, so setting a different camera [code]current[/code] will disable this one.
</member>
<member name="custom_viewport" type="Node" setter="set_custom_viewport" getter="get_custom_viewport">