eaae4b6408
Fixes #30736.
143 lines
4.6 KiB
C++
143 lines
4.6 KiB
C++
/*************************************************************************/
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/* sprite_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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_2D_H
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#define SPRITE_2D_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 Sprite2D : public Node2D {
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GDCLASS(Sprite2D, Node2D);
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Ref<Texture2D> texture;
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Ref<Texture2D> normal_map;
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Ref<Texture2D> specular;
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Color specular_color;
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float shininess;
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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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bool region_filter_clip;
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int frame;
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int vframes;
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int hframes;
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void _get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const;
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void _texture_changed();
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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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#ifdef TOOLS_ENABLED
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virtual Dictionary _edit_get_state() const;
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virtual void _edit_set_state(const Dictionary &p_state);
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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_use_pivot() const;
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virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
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virtual Rect2 _edit_get_rect() const;
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virtual bool _edit_use_rect() const;
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#endif
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bool is_pixel_opaque(const Point2 &p_point) const;
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void set_texture(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture() const;
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void set_normal_map(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_normal_map() const;
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void set_specular_map(const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_specular_map() const;
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void set_specular_color(const Color &p_color);
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Color get_specular_color() const;
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void set_shininess(float p_shininess);
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float get_shininess() 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_filter_clip(bool p_enable);
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bool is_region_filter_clip_enabled() 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_frame_coords(const Vector2 &p_coord);
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Vector2 get_frame_coords() 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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Rect2 get_rect() const;
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virtual Rect2 get_anchorable_rect() const;
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Sprite2D();
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~Sprite2D();
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};
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#endif // SPRITE_H
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