godot/scene/2d/camera_2d.cpp

/**************************************************************************/
/*  camera_2d.cpp                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "camera_2d.h"

#include "core/config/project_settings.h"
#include "scene/main/window.h"

bool Camera2D::_is_editing_in_editor() const {}

void Camera2D::_update_scroll() {}

#ifdef TOOLS_ENABLED
void Camera2D::_project_settings_changed() {}
#endif

void Camera2D::_update_process_callback() {}

void Camera2D::set_zoom(const Vector2 &p_zoom) {}

Vector2 Camera2D::get_zoom() const {}

Transform2D Camera2D::get_camera_transform() {}

void Camera2D::_ensure_update_interpolation_data() {}

void Camera2D::_notification(int p_what) {}

void Camera2D::set_offset(const Vector2 &p_offset) {}

Vector2 Camera2D::get_offset() const {}

void Camera2D::set_anchor_mode(AnchorMode p_anchor_mode) {}

Camera2D::AnchorMode Camera2D::get_anchor_mode() const {}

void Camera2D::set_ignore_rotation(bool p_ignore) {}

bool Camera2D::is_ignoring_rotation() const {}

void Camera2D::set_process_callback(Camera2DProcessCallback p_mode) {}

void Camera2D::set_enabled(bool p_enabled) {}

bool Camera2D::is_enabled() const {}

Camera2D::Camera2DProcessCallback Camera2D::get_process_callback() const {}

void Camera2D::_make_current(Object *p_which) {}

void Camera2D::_update_process_internal_for_smoothing() {}

void Camera2D::make_current() {}

void Camera2D::clear_current() {}

bool Camera2D::is_current() const {}

void Camera2D::set_limit(Side p_side, int p_limit) {}

int Camera2D::get_limit(Side p_side) const {}

void Camera2D::set_limit_smoothing_enabled(bool enable) {}

bool Camera2D::is_limit_smoothing_enabled() const {}

void Camera2D::set_drag_margin(Side p_side, real_t p_drag_margin) {}

real_t Camera2D::get_drag_margin(Side p_side) const {}

Vector2 Camera2D::get_camera_position() const {}

void Camera2D::force_update_scroll() {}

void Camera2D::reset_smoothing() {}

void Camera2D::align() {}

void Camera2D::set_position_smoothing_speed(real_t p_speed) {}

real_t Camera2D::get_position_smoothing_speed() const {}

void Camera2D::set_rotation_smoothing_speed(real_t p_speed) {}

real_t Camera2D::get_rotation_smoothing_speed() const {}

void Camera2D::set_rotation_smoothing_enabled(bool p_enabled) {}

bool Camera2D::is_rotation_smoothing_enabled() const {}

Point2 Camera2D::get_camera_screen_center() const {}

Size2 Camera2D::_get_camera_screen_size() const {}

void Camera2D::set_drag_horizontal_enabled(bool p_enabled) {}

bool Camera2D::is_drag_horizontal_enabled() const {}

void Camera2D::set_drag_vertical_enabled(bool p_enabled) {}

bool Camera2D::is_drag_vertical_enabled() const {}

void Camera2D::set_drag_vertical_offset(real_t p_offset) {}

real_t Camera2D::get_drag_vertical_offset() const {}

void Camera2D::set_drag_horizontal_offset(real_t p_offset) {}

real_t Camera2D::get_drag_horizontal_offset() const {}

void Camera2D::_set_old_smoothing(real_t p_enable) {}

void Camera2D::set_position_smoothing_enabled(bool p_enabled) {}

bool Camera2D::is_position_smoothing_enabled() const {}

void Camera2D::set_custom_viewport(Node *p_viewport) {}

Node *Camera2D::get_custom_viewport() const {}

void Camera2D::set_screen_drawing_enabled(bool enable) {}

bool Camera2D::is_screen_drawing_enabled() const {}

void Camera2D::set_limit_drawing_enabled(bool enable) {}

bool Camera2D::is_limit_drawing_enabled() const {}

void Camera2D::set_margin_drawing_enabled(bool enable) {}

bool Camera2D::is_margin_drawing_enabled() const {}

void Camera2D::_validate_property(PropertyInfo &p_property) const {}

void Camera2D::_bind_methods() {}

Camera2D::Camera2D() {}