Added a Window node, and made it the scene root.
Still a lot of work to do.
This commit is contained in:
committed by
Juan Linietsky
parent
f8a79a97c7
commit
9e08742de8
@@ -1052,15 +1052,15 @@ public:
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/**** SCREEN ****/
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/****************/
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virtual int screen_get_width(int p_screen = 0) const;
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virtual int screen_get_height(int p_screen = 0) const;
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virtual int screen_get_width(DisplayServer::WindowID p_screen = 0) const;
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virtual int screen_get_height(DisplayServer::WindowID p_screen = 0) const;
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virtual FramebufferFormatID screen_get_framebuffer_format() const;
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/********************/
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/**** DRAW LISTS ****/
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/********************/
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virtual DrawListID draw_list_begin_for_screen(int p_screen = 0, const Color &p_clear_color = Color());
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virtual DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
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virtual DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
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virtual Error draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
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