irrlicht-bin/inc/IGUISpriteBank.h

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2019-03-19 17:05:27 +01:00
// 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.
struct SGUISpriteFrame
{
u32 textureNumber;
u32 rectNumber;
};
//! A sprite composed of several frames.
struct SGUISprite
{
SGUISprite() : Frames(), frameTime(0) {}
core::array<SGUISpriteFrame> Frames;
u32 frameTime;
};
//! Sprite bank interface.
/** See http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=25742&highlight=spritebank
* 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
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 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__