Rework how current Camera2D is determined
This commit is contained in:
parent
1e3919c409
commit
7e2a8afb57
5 changed files with 79 additions and 44 deletions
|
|
@ -1048,6 +1048,25 @@ Transform2D Viewport::get_final_transform() const {
|
|||
return stretch_transform * global_canvas_transform;
|
||||
}
|
||||
|
||||
void Viewport::assign_next_enabled_camera_2d(const StringName &p_camera_group) {
|
||||
List<Node *> camera_list;
|
||||
get_tree()->get_nodes_in_group(p_camera_group, &camera_list);
|
||||
|
||||
Camera2D *new_camera = nullptr;
|
||||
for (const Node *E : camera_list) {
|
||||
const Camera2D *cam = Object::cast_to<Camera2D>(E);
|
||||
if (cam->is_enabled()) {
|
||||
new_camera = const_cast<Camera2D *>(cam);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_camera_2d_set(new_camera);
|
||||
if (!camera_2d) {
|
||||
set_canvas_transform(Transform2D());
|
||||
}
|
||||
}
|
||||
|
||||
void Viewport::_update_canvas_items(Node *p_node) {
|
||||
if (p_node != this) {
|
||||
Window *w = Object::cast_to<Window>(p_node);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue