Enumerationmigueldeicaza.swiftgodot 0.46.0SwiftGodot
Camera2DProcessCallback
Camera2D.swift:42enum Camera2DProcessCallback
Cases
case physics
The camera updates during physics frames (see
Node
notificationInternalPhysicsProcess````).case idle
The camera updates during process frames (see
Node
notificationInternalProcess````).
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Type members
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var anchorMode: Camera2D.AnchorMode
The Camera2D’s anchor point. See
AnchorMode
constants.var customViewport: Node?
The custom
Viewport
node attached to theCamera2D
. Ifnull
or not aViewport
, uses the default viewport instead.var dragBottomMargin: Double
Bottom margin needed to drag the camera. A value of
1
makes the camera move only when reaching the bottom edge of the screen.var dragHorizontalEnabled: Bool
If
true
, the camera only moves when reaching the horizontal (left and right) drag margins. Iffalse
, the camera moves horizontally regardless of margins.var dragHorizontalOffset: Double
The relative horizontal drag offset of the camera between the right (
-1
) and left (1
) drag margins.var dragLeftMargin: Double
Left margin needed to drag the camera. A value of
1
makes the camera move only when reaching the left edge of the screen.var dragRightMargin: Double
Right margin needed to drag the camera. A value of
1
makes the camera move only when reaching the right edge of the screen.var dragTopMargin: Double
Top margin needed to drag the camera. A value of
1
makes the camera move only when reaching the top edge of the screen.var dragVerticalEnabled: Bool
If
true
, the camera only moves when reaching the vertical (top and bottom) drag margins. Iffalse
, the camera moves vertically regardless of the drag margins.var dragVerticalOffset: Double
The relative vertical drag offset of the camera between the bottom (
-1
) and top (1
) drag margins.var editorDrawDragMargin: Bool
If
true
, draws the camera’s drag margin rectangle in the editor.var editorDrawLimits: Bool
If
true
, draws the camera’s limits rectangle in the editor.var editorDrawScreen: Bool
If
true
, draws the camera’s screen rectangle in the editor.var enabled: Bool
Controls whether the camera can be active or not. If
true
, theCamera2D
will become the main camera when it enters the scene tree and there is no active camera currently (seegetCamera2d
).var ignoreRotation: Bool
If
true
, the camera’s rendered view is not affected by itsrotation
andglobalRotation
.var limitBottom: Int32
Bottom scroll limit in pixels. The camera stops moving when reaching this value, but
offset
can push the view past the limit.var limitLeft: Int32
Left scroll limit in pixels. The camera stops moving when reaching this value, but
offset
can push the view past the limit.var limitRight: Int32
Right scroll limit in pixels. The camera stops moving when reaching this value, but
offset
can push the view past the limit.var limitSmoothed: Bool
If
true
, the camera smoothly stops when reaches its limits.var limitTop: Int32
Top scroll limit in pixels. The camera stops moving when reaching this value, but
offset
can push the view past the limit.var offset: Vector2
The camera’s relative offset. Useful for looking around or camera shake animations. The offsetted camera can go past the limits defined in
limitTop
,limitBottom
,limitLeft
andlimitRight
.var positionSmoothingEnabled: Bool
If
true
, the camera’s view smoothly moves towards its target position atpositionSmoothingSpeed
.var positionSmoothingSpeed: Double
Speed in pixels per second of the camera’s smoothing effect when
positionSmoothingEnabled
istrue
.var processCallback: Camera2D.Camera2DProcessCallback
The camera’s process callback. See
Camera2DProcessCallback
.var rotationSmoothingEnabled: Bool
If
true
, the camera’s view smoothly rotates, via asymptotic smoothing, to align with its target rotation atrotationSmoothingSpeed
.var rotationSmoothingSpeed: Double
The angular, asymptotic speed of the camera’s rotation smoothing effect when
rotationSmoothingEnabled
istrue
.var zoom: Vector2
The camera’s zoom. A zoom of
Vector(2, 2)
doubles the size seen in the viewport. A zoom ofVector(0.5, 0.5)
halves the size seen in the viewport.func align(
) Aligns the camera to the tracked node.
func forceUpdateScroll(
) Forces the camera to update scroll immediately.
func getScreenCenterPosition(
) -> Vector2 Returns the center of the screen from this camera’s point of view, in global coordinates.
func getTargetPosition(
) -> Vector2 Returns this camera’s target position, in global coordinates.
func isCurrent(
) -> Bool Returns
true
if thisCamera2D
is the active camera (seegetCamera2d
).func makeCurrent(
) Forces this
Camera2D
to become the current active one.enabled
must betrue
.func resetSmoothing(
) Sets the camera’s position immediately to its current smoothing destination.
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Conformances
protocol CaseIterable
A type that provides a collection of all of its values.
protocol CustomDebugStringConvertible
A type with a customized textual representation suitable for debugging purposes.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol RawRepresentable<RawValue>
A type that can be converted to and from an associated raw value.
Type members
Instance members
var debugDescription: String
A textual representation of this instance, suitable for debugging
Type features
static func != (lhs: Self, rhs: Self
) -> Bool Returns a Boolean value indicating whether two values are not equal.