virtualx-engine/scene/2d/sprite.h

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/*************************************************************************/
/* sprite.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef SPRITE_H
#define SPRITE_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
class Sprite : public Node2D {
GDCLASS(Sprite, Node2D);
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Ref<Texture> texture;
Ref<Texture> normal_map;
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bool centered;
Point2 offset;
bool hflip;
bool vflip;
bool region;
Rect2 region_rect;
bool region_filter_clip;
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int frame;
int vframes;
int hframes;
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void _get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const;
void _texture_changed();
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protected:
void _notification(int p_what);
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
virtual void _edit_set_pivot(const Point2 &p_pivot);
virtual Point2 _edit_get_pivot() const;
virtual bool _edit_use_pivot() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
#endif
bool is_pixel_opaque(const Point2 &p_point) const;
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void set_texture(const Ref<Texture> &p_texture);
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Ref<Texture> get_texture() const;
void set_normal_map(const Ref<Texture> &p_texture);
Ref<Texture> get_normal_map() const;
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void set_centered(bool p_center);
bool is_centered() const;
void set_offset(const Point2 &p_offset);
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Point2 get_offset() const;
void set_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
void set_region(bool p_region);
bool is_region() const;
void set_region_filter_clip(bool p_enable);
bool is_region_filter_clip_enabled() const;
void set_region_rect(const Rect2 &p_region_rect);
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Rect2 get_region_rect() const;
void set_frame(int p_frame);
int get_frame() const;
void set_frame_coords(const Vector2 &p_coord);
Vector2 get_frame_coords() const;
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void set_vframes(int p_amount);
int get_vframes() const;
void set_hframes(int p_amount);
int get_hframes() const;
Rect2 get_rect() const;
virtual Rect2 get_anchorable_rect() const;
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Sprite();
~Sprite();
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};
#endif // SPRITE_H