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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__
- #define __I_GUI_SPRITE_BANK_H_INCLUDED__
- #include "IReferenceCounted.h"
- #include "irrArray.h"
- #include "SColor.h"
- #include "rect.h"
- namespace irr
- {
- namespace video
- {
- class ITexture;
- } // end namespace video
- namespace gui
- {
- //! A single sprite frame.
- // Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
- struct SGUISpriteFrame
- {
- SGUISpriteFrame() : textureNumber(0), rectNumber(0)
- {
- }
- SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
- : textureNumber(textureIndex), rectNumber(positionIndex)
- {
- }
- //! Texture index in IGUISpriteBank
- u32 textureNumber;
- //! Index in IGUISpriteBank::getPositions()
- u32 rectNumber;
- };
- //! A sprite composed of several frames.
- // Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
- struct SGUISprite
- {
- SGUISprite() : frameTime(0) {}
- SGUISprite(const SGUISpriteFrame& firstFrame) : frameTime(0)
- {
- Frames.push_back(firstFrame);
- }
- core::array<SGUISpriteFrame> Frames;
- u32 frameTime;
- };
- //! Sprite bank interface.
- /** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
- * for more information how to use the spritebank.
- */
- class IGUISpriteBank : public virtual IReferenceCounted
- {
- public:
- //! Returns the list of rectangles held by the sprite bank
- virtual core::array< core::rect<s32> >& getPositions() = 0;
- //! Returns the array of animated sprites within the sprite bank
- virtual core::array< SGUISprite >& getSprites() = 0;
- //! Returns the number of textures held by the sprite bank
- virtual u32 getTextureCount() const = 0;
- //! Gets the texture with the specified index
- virtual video::ITexture* getTexture(u32 index) const = 0;
- //! Adds a texture to the sprite bank
- virtual void addTexture(video::ITexture* texture) = 0;
- //! Changes one of the textures in the sprite bank
- virtual void setTexture(u32 index, video::ITexture* texture) = 0;
- //! Add the texture and use it for a single non-animated sprite.
- /** The texture and the corresponding rectangle and sprite will all be added to the end of each array.
- \returns The index of the sprite or -1 on failure */
- virtual s32 addTextureAsSprite(video::ITexture* texture) = 0;
- //! Clears sprites, rectangles and textures
- virtual void clear() = 0;
- //! Draws a sprite in 2d with position and color
- /**
- \param index Index of SGUISprite to draw
- \param pos Target position - depending on center value either the left-top or the sprite center is used as pivot
- \param clip Clipping rectangle, can be 0 when clipping is not wanted.
- \param color Color with which the image is drawn.
- Note that the alpha component is used. If alpha is other than
- 255, the image will be transparent.
- \param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters).
- \param currenttime To calculate the frame of animated sprites
- \param loop When true animations are looped
- \param center When true pivot is set to the sprite-center. So it affects pos.
- */
- virtual void draw2DSprite(u32 index, const core::position2di& pos,
- const core::rect<s32>* clip=0,
- const video::SColor& color= video::SColor(255,255,255,255),
- u32 starttime=0, u32 currenttime=0,
- bool loop=true, bool center=false) = 0;
- //! Draws a sprite in 2d with destination rectangle and colors
- /**
- \param index Index of SGUISprite to draw
- \param destRect The sprite will be scaled to fit this target rectangle
- \param clip Clipping rectangle, can be 0 when clipping is not wanted.
- \param colors Array of 4 colors denoting the color values of
- the corners of the destRect
- \param timeTicks Current frame for animated sprites
- (same as currenttime-starttime in other draw2DSprite function)
- \param loop When true animations are looped
- */
- virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
- const core::rect<s32>* clip=0,
- const video::SColor * const colors=0,
- u32 timeTicks = 0,
- bool loop=true) = 0;
- //! Draws a sprite batch in 2d using an array of positions and a color
- virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
- const core::rect<s32>* clip=0,
- const video::SColor& color= video::SColor(255,255,255,255),
- u32 starttime=0, u32 currenttime=0,
- bool loop=true, bool center=false) = 0;
- };
- } // end namespace gui
- } // end namespace irr
- #endif // __I_GUI_SPRITE_BANK_H_INCLUDED__
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