//////////////////////////////////////////////////////////// // // SFML - Simple and Fast Multimedia Library // Copyright (C) 2007-2017 Laurent Gomila (laurent@sfml-dev.org) // // This software is provided 'as-is', without any express or implied warranty. // In no event will the authors be held liable for any damages arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it freely, // subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; // you must not claim that you wrote the original software. // If you use this software in a product, an acknowledgment // in the product documentation would be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, // and must not be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source distribution. // //////////////////////////////////////////////////////////// #ifndef SFML_SPRITE_HPP #define SFML_SPRITE_HPP //////////////////////////////////////////////////////////// // Headers //////////////////////////////////////////////////////////// #include #include #include #include #include namespace sf { class Texture; //////////////////////////////////////////////////////////// /// \brief Drawable representation of a texture, with its /// own transformations, color, etc. /// //////////////////////////////////////////////////////////// class SFML_GRAPHICS_API Sprite : public Drawable, public Transformable { public: //////////////////////////////////////////////////////////// /// \brief Default constructor /// /// Creates an empty sprite with no source texture. /// //////////////////////////////////////////////////////////// Sprite(); //////////////////////////////////////////////////////////// /// \brief Construct the sprite from a source texture /// /// \param texture Source texture /// /// \see setTexture /// //////////////////////////////////////////////////////////// explicit Sprite(const Texture& texture); //////////////////////////////////////////////////////////// /// \brief Construct the sprite from a sub-rectangle of a source texture /// /// \param texture Source texture /// \param rectangle Sub-rectangle of the texture to assign to the sprite /// /// \see setTexture, setTextureRect /// //////////////////////////////////////////////////////////// Sprite(const Texture& texture, const IntRect& rectangle); //////////////////////////////////////////////////////////// /// \brief Change the source texture of the sprite /// /// The \a texture argument refers to a texture that must /// exist as long as the sprite uses it. Indeed, the sprite /// doesn't store its own copy of the texture, but rather keeps /// a pointer to the one that you passed to this function. /// If the source texture is destroyed and the sprite tries to /// use it, the behavior is undefined. /// If \a resetRect is true, the TextureRect property of /// the sprite is automatically adjusted to the size of the new /// texture. If it is false, the texture rect is left unchanged. /// /// \param texture New texture /// \param resetRect Should the texture rect be reset to the size of the new texture? /// /// \see getTexture, setTextureRect /// //////////////////////////////////////////////////////////// void setTexture(const Texture& texture, bool resetRect = false); //////////////////////////////////////////////////////////// /// \brief Set the sub-rectangle of the texture that the sprite will display /// /// The texture rect is useful when you don't want to display /// the whole texture, but rather a part of it. /// By default, the texture rect covers the entire texture. /// /// \param rectangle Rectangle defining the region of the texture to display /// /// \see getTextureRect, setTexture /// //////////////////////////////////////////////////////////// void setTextureRect(const IntRect& rectangle); //////////////////////////////////////////////////////////// /// \brief Set the global color of the sprite /// /// This color is modulated (multiplied) with the sprite's /// texture. It can be used to colorize the sprite, or change /// its global opacity. /// By default, the sprite's color is opaque white. /// /// \param color New color of the sprite /// /// \see getColor /// //////////////////////////////////////////////////////////// void setColor(const Color& color); //////////////////////////////////////////////////////////// /// \brief Get the source texture of the sprite /// /// If the sprite has no source texture, a NULL pointer is returned. /// The returned pointer is const, which means that you can't /// modify the texture when you retrieve it with this function. /// /// \return Pointer to the sprite's texture /// /// \see setTexture /// //////////////////////////////////////////////////////////// const Texture* getTexture() const; //////////////////////////////////////////////////////////// /// \brief Get the sub-rectangle of the texture displayed by the sprite /// /// \return Texture rectangle of the sprite /// /// \see setTextureRect /// //////////////////////////////////////////////////////////// const IntRect& getTextureRect() const; //////////////////////////////////////////////////////////// /// \brief Get the global color of the sprite /// /// \return Global color of the sprite /// /// \see setColor /// //////////////////////////////////////////////////////////// const Color& getColor() const; //////////////////////////////////////////////////////////// /// \brief Get the local bounding rectangle of the entity /// /// The returned rectangle is in local coordinates, which means /// that it ignores the transformations (translation, rotation, /// scale, ...) that are applied to the entity. /// In other words, this function returns the bounds of the /// entity in the entity's coordinate system. /// /// \return Local bounding rectangle of the entity /// //////////////////////////////////////////////////////////// FloatRect getLocalBounds() const; //////////////////////////////////////////////////////////// /// \brief Get the global bounding rectangle of the entity /// /// The returned rectangle is in global coordinates, which means /// that it takes into account the transformations (translation, /// rotation, scale, ...) that are applied to the entity. /// In other words, this function returns the bounds of the /// sprite in the global 2D world's coordinate system. /// /// \return Global bounding rectangle of the entity /// //////////////////////////////////////////////////////////// FloatRect getGlobalBounds() const; private: //////////////////////////////////////////////////////////// /// \brief Draw the sprite to a render target /// /// \param target Render target to draw to /// \param states Current render states /// //////////////////////////////////////////////////////////// virtual void draw(RenderTarget& target, RenderStates states) const; //////////////////////////////////////////////////////////// /// \brief Update the vertices' positions /// //////////////////////////////////////////////////////////// void updatePositions(); //////////////////////////////////////////////////////////// /// \brief Update the vertices' texture coordinates /// //////////////////////////////////////////////////////////// void updateTexCoords(); //////////////////////////////////////////////////////////// // Member data //////////////////////////////////////////////////////////// Vertex m_vertices[4]; ///< Vertices defining the sprite's geometry const Texture* m_texture; ///< Texture of the sprite IntRect m_textureRect; ///< Rectangle defining the area of the source texture to display }; } // namespace sf #endif // SFML_SPRITE_HPP //////////////////////////////////////////////////////////// /// \class sf::Sprite /// \ingroup graphics /// /// sf::Sprite is a drawable class that allows to easily display /// a texture (or a part of it) on a render target. /// /// It inherits all the functions from sf::Transformable: /// position, rotation, scale, origin. It also adds sprite-specific /// properties such as the texture to use, the part of it to display, /// and some convenience functions to change the overall color of the /// sprite, or to get its bounding rectangle. /// /// sf::Sprite works in combination with the sf::Texture class, which /// loads and provides the pixel data of a given texture. /// /// The separation of sf::Sprite and sf::Texture allows more flexibility /// and better performances: indeed a sf::Texture is a heavy resource, /// and any operation on it is slow (often too slow for real-time /// applications). On the other side, a sf::Sprite is a lightweight /// object which can use the pixel data of a sf::Texture and draw /// it with its own transformation/color/blending attributes. /// /// It is important to note that the sf::Sprite instance doesn't /// copy the texture that it uses, it only keeps a reference to it. /// Thus, a sf::Texture must not be destroyed while it is /// used by a sf::Sprite (i.e. never write a function that /// uses a local sf::Texture instance for creating a sprite). /// /// See also the note on coordinates and undistorted rendering in sf::Transformable. /// /// Usage example: /// \code /// // Declare and load a texture /// sf::Texture texture; /// texture.loadFromFile("texture.png"); /// /// // Create a sprite /// sf::Sprite sprite; /// sprite.setTexture(texture); /// sprite.setTextureRect(sf::IntRect(10, 10, 50, 30)); /// sprite.setColor(sf::Color(255, 255, 255, 200)); /// sprite.setPosition(100, 25); /// /// // Draw it /// window.draw(sprite); /// \endcode /// /// \see sf::Texture, sf::Transformable /// ////////////////////////////////////////////////////////////