AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: systems/manipulation/manipulation_parent.gd
Version: 5.0
class_name: ManipulationParent
extends: GBNode2D
Signals
emission
Exports
(none)
Methods
resetapply_rotation(degrees: float) -> voidapply_grid_rotation_clockwise(target_map: TileMapLayer, increment_degrees: float = 90.0) -> floatapply_grid_rotation_counter_clockwise(target_map: TileMapLayer, increment_degrees: float = 90.0) -> floatapply_horizontal_flip -> voidapply_vertical_flip -> voidhandle_transform_input(event: InputEvent, manipulation_settings: ManipulationSettings, actions: GBActions, manipulatable_settings: ManipulatableSettings, states: GBStates) -> void_unhandled_input(event: InputEvent) -> void- Only process input if we have an active manipulation and required dependencies
_input(event: InputEvent) -> void- Intentionally no-op to avoid double-processing: Godot will call both _input and _unhandled_input.
_get_manipulation_settings -> ManipulationSettings_get_actions -> GBActions_get_target_map_from_states(states: GBStates) -> TileMapLayerresolve_gb_dependencies(p_container: GBCompositionContainer) -> voidget_runtime_issues -> Array_on_started(p_data: ManipulationData)- Only reset transform if reset_transform_on_manipulation is true
_on_finished(p_data: ManipulationData)- Always reset on finish/cancel to clean up state
_on_canceled(p_data: ManipulationData)