Repository: godotengine/godot
File: scene/main/viewport.h (C/C++)

Code before:
	Ref<World2D> get_world_2d() const;
	Ref<World2D> find_world_2d() const;

	void enable_canvas_transform_override(bool p_enable);
	bool is_canvas_transform_override_enbled() const;

	void set_canvas_transform_override(const Transform2D &p_transform);
	Transform2D get_canvas_transform_override() const;

	void set_canvas_transform(const Transform2D &p_transform);
	Transform2D get_canvas_transform() const;

	void set_global_canvas_transform(const Transform2D &p_transform);
	Transform2D get_global_canvas_transform() const;

	virtual Transform2D get_final_transform() const;
	void assign_next_enabled_camera_2d(const StringName &p_camera_group);

	void gui_set_root_order_dirty();

	void set_transparent_background(bool p_enable);
	bool has_transparent_background() const;

	Ref<ViewportTexture> get_texture() const;

	void set_positional_shadow_atlas_size(int p_size);
	int get_positional_shadow_atlas_size() const;

	void set_positional_shadow_atlas_16_bits(bool p_16_bits);
	bool get_positional_shadow_atlas_16_bits() const;

	void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
	PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;

	void set_msaa_2d(MSAA p_msaa);
	MSAA get_msaa_2d() const;

	void set_msaa_3d(MSAA p_msaa);
	MSAA get_msaa_3d() const;

	void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
	ScreenSpaceAA get_screen_space_aa() const;

	void set_use_taa(bool p_use_taa);
	bool is_using_taa() const;

	void set_scaling_3d_mode(Scaling3DMode p_scaling_3d_mode);
	Scaling3DMode get_scaling_3d_mode() const;

	void set_scaling_3d_scale(float p_scaling_3d_scale);
	float get_scaling_3d_scale() const;

Review comment (bug):
For bool getters we'd typically go with `is_` as prefix, so `is_using_hdr_2d()` or `is_use_hdr_2d_enabled()`.

We're not super consistent everywhere though as we failed to standardize how it should be done. This class has a mix of all conventions (and a typo in `is_canvas_transform_override_enbled`...).

Code after:
	void set_world_2d(const Ref<World2D> &p_world_2d);
	Ref<World2D> get_world_2d() const;
	Ref<World2D> find_world_2d() const;

	void enable_canvas_transform_override(bool p_enable);
	bool is_canvas_transform_override_enbled() const;

	void set_canvas_transform_override(const Transform2D &p_transform);
	Transform2D get_canvas_transform_override() const;

	void set_canvas_transform(const Transform2D &p_transform);
	Transform2D get_canvas_transform() const;

	void set_global_canvas_transform(const Transform2D &p_transform);
	Transform2D get_global_canvas_transform() const;

	virtual Transform2D get_final_transform() const;
	void assign_next_enabled_camera_2d(const StringName &p_camera_group);

	void gui_set_root_order_dirty();

	void set_transparent_background(bool p_enable);
	bool has_transparent_background() const;

	void set_use_hdr_2d(bool p_enable);
	bool is_using_hdr_2d() const;

	Ref<ViewportTexture> get_texture() const;

	void set_positional_shadow_atlas_size(int p_size);
	int get_positional_shadow_atlas_size() const;

	void set_positional_shadow_atlas_16_bits(bool p_16_bits);
	bool get_positional_shadow_atlas_16_bits() const;

	void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
	PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;

	void set_msaa_2d(MSAA p_msaa);
	MSAA get_msaa_2d() const;

	void set_msaa_3d(MSAA p_msaa);
	MSAA get_msaa_3d() const;

	void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
	ScreenSpaceAA get_screen_space_aa() const;

	void set_use_taa(bool p_use_taa);
	bool is_using_taa() const;

	void set_scaling_3d_mode(Scaling3DMode p_scaling_3d_mode);