Module camera_2d

Consts

ANCHOR_MODE_DRAG_CENTER* = 1'i64
ANCHOR_MODE_FIXED_TOP_LEFT* = 0'i64

Procs

proc offset*(self: Camera2D): Vector2 {.
gcsafe, locks: 0
.}
proc `offset =`*(self: Camera2D; val: Vector2) {.
gcsafe, locks: 0
.}
proc anchorMode*(self: Camera2D): int64 {.
gcsafe, locks: 0
.}
proc `anchorMode =`*(self: Camera2D; val: int64) {.
gcsafe, locks: 0
.}
proc rotating*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `rotating =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc current*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `current =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc zoom*(self: Camera2D): Vector2 {.
gcsafe, locks: 0
.}
proc `zoom =`*(self: Camera2D; val: Vector2) {.
gcsafe, locks: 0
.}
proc limitLeft*(self: Camera2D): int64 {.
gcsafe, locks: 0
.}
proc `limitLeft =`*(self: Camera2D; val: int64) {.
gcsafe, locks: 0
.}
proc limitTop*(self: Camera2D): int64 {.
gcsafe, locks: 0
.}
proc `limitTop =`*(self: Camera2D; val: int64) {.
gcsafe, locks: 0
.}
proc limitRight*(self: Camera2D): int64 {.
gcsafe, locks: 0
.}
proc `limitRight =`*(self: Camera2D; val: int64) {.
gcsafe, locks: 0
.}
proc limitBottom*(self: Camera2D): int64 {.
gcsafe, locks: 0
.}
proc `limitBottom =`*(self: Camera2D; val: int64) {.
gcsafe, locks: 0
.}
proc limitSmoothed*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `limitSmoothed =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc dragMarginHEnabled*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `dragMarginHEnabled =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc dragMarginVEnabled*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `dragMarginVEnabled =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc smoothingEnabled*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `smoothingEnabled =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc smoothingSpeed*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc `smoothingSpeed =`*(self: Camera2D; val: float64) {.
gcsafe, locks: 0
.}
proc dragMarginLeft*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc `dragMarginLeft =`*(self: Camera2D; val: float64) {.
gcsafe, locks: 0
.}
proc dragMarginTop*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc `dragMarginTop =`*(self: Camera2D; val: float64) {.
gcsafe, locks: 0
.}
proc dragMarginRight*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc `dragMarginRight =`*(self: Camera2D; val: float64) {.
gcsafe, locks: 0
.}
proc dragMarginBottom*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc `dragMarginBottom =`*(self: Camera2D; val: float64) {.
gcsafe, locks: 0
.}
proc editorDrawScreen*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `editorDrawScreen =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc editorDrawLimits*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `editorDrawLimits =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc editorDrawDragMargin*(self: Camera2D): bool {.
gcsafe, locks: 0
.}
proc `editorDrawDragMargin =`*(self: Camera2D; val: bool) {.
gcsafe, locks: 0
.}
proc makeCurrentImpl*(self: Camera2D) {.
gcsafe, locks: 0
.}
proc clearCurrent*(self: Camera2D) {.
gcsafe, locks: 0
.}
proc setVOffset*(self: Camera2D; ofs: float64) {.
gcsafe, locks: 0
.}
proc getVOffset*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc setHOffset*(self: Camera2D; ofs: float64) {.
gcsafe, locks: 0
.}
proc getHOffset*(self: Camera2D): float64 {.
gcsafe, locks: 0
.}
proc getCameraPos*(self: Camera2D): Vector2 {.
gcsafe, locks: 0
.}
proc getCameraScreenCenter*(self: Camera2D): Vector2 {.
gcsafe, locks: 0
.}
proc setCustomViewport*(self: Camera2D; viewport: Viewport) {.
gcsafe, locks: 0
.}
proc getCustomViewport*(self: Camera2D): Viewport {.
gcsafe, locks: 0
.}
proc forceUpdateScroll*(self: Camera2D) {.
gcsafe, locks: 0
.}
proc resetSmoothing*(self: Camera2D) {.
gcsafe, locks: 0
.}
proc align*(self: Camera2D) {.
gcsafe, locks: 0
.}

Methods

method makeCurrent*(self: Camera2D; arg0: Object) {.
gcsafe, locks: 0, base
.}
method updateScroll*(self: Camera2D) {.
gcsafe, locks: 0, base
.}
method setOldSmoothing*(self: Camera2D; followSmoothing: float64) {.
gcsafe, locks: 0, base
.}