d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
152 lines
4.3 KiB
C++
152 lines
4.3 KiB
C++
/*************************************************************************/
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/* sprite.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SPRITE_H
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#define SPRITE_H
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#include "scene/2d/node_2d.h"
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#include "scene/resources/texture.h"
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class Sprite : public Node2D {
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OBJ_TYPE( Sprite, Node2D );
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Ref<Texture> texture;
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bool centered;
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Point2 offset;
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bool hflip;
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bool vflip;
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bool region;
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Rect2 region_rect;
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int frame;
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int vframes;
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int hframes;
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Color modulate;
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protected:
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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:
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_centered(bool p_center);
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bool is_centered() const;
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void set_offset(const Point2& p_offset);
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Point2 get_offset() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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void set_region(bool p_region);
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bool is_region() const;
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void set_region_rect(const Rect2& p_region_rect);
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Rect2 get_region_rect() const;
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void set_frame(int p_frame);
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int get_frame() const;
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void set_vframes(int p_amount);
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int get_vframes() const;
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void set_hframes(int p_amount);
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int get_hframes() const;
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void set_modulate(const Color& p_color);
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Color get_modulate() const;
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virtual Rect2 get_item_rect() const;
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Sprite();
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};
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class ViewportSprite : public Node2D {
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OBJ_TYPE( ViewportSprite, Node2D );
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Ref<Texture> texture;
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NodePath viewport_path;
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bool centered;
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Point2 offset;
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Color modulate;
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protected:
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void _notification(int p_what);
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static void _bind_methods();;
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public:
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virtual void edit_set_pivot(const Point2& p_pivot);
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virtual Point2 edit_get_pivot() const;
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virtual bool edit_has_pivot() const;
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void set_viewport_path(const NodePath& p_viewport);
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NodePath get_viewport_path() const;
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void set_centered(bool p_center);
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bool is_centered() const;
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void set_offset(const Point2& p_offset);
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Point2 get_offset() const;
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void set_modulate(const Color& p_color);
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Color get_modulate() const;
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virtual Rect2 get_item_rect() const;
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virtual String get_configuration_warning() const;
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ViewportSprite();
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};
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#endif // SPRITE_H
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