//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SPRITE_H_ #define _SPRITE_H_ #ifndef _SPRITE_BASE_H_ #include "2d/core/SpriteBase.h" #endif #ifndef _FADETOCOLOR_H_ #include "graphics/FadeToColor.h" #endif //------------------------------------------------------------------------------ class Sprite : public SpriteBase { typedef SpriteBase Parent; private: /// Render flipping. bool mFlipX; bool mFlipY; FadeToColor mFadeToColorTL; FadeToColor mFadeToColorTR; FadeToColor mFadeToColorBL; FadeToColor mFadeToColorBR; public: Sprite(); virtual ~Sprite(); static void initPersistFields(); virtual void copyTo(SimObject* object); /// Render flipping. void setFlip( const bool flipX, const bool flipY ) { mFlipX = flipX; mFlipY = flipY; } void setFlipX( const bool flipX ) { setFlip( flipX, mFlipY ); } void setFlipY( const bool flipY ) { setFlip( mFlipX, flipY ); } inline bool getFlipX( void ) const { return mFlipX; } inline bool getFlipY( void ) const { return mFlipY; } virtual void sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer ); // Complex Colors (Using 4 blend colors, one for each corner) inline void setUseComplexColor(const bool complexColor) { mUseComplexColor = complexColor; } inline bool getUseComplexColor(void) const { return mUseComplexColor; } inline void setComplexColor(const ColorF& blendColor0, const ColorF& blendColor1, const ColorF& blendColor2, const ColorF& blendColor3) { mComplexColor0 = blendColor0; mComplexColor1 = blendColor1; mComplexColor2 = blendColor2; mComplexColor3 = blendColor3; } const ColorF& getComplexColor(const S8 cornerID); static Corner getCornerEnum(const char* label); // FadeTo for Complex Colors bool fadeToComplex(const S8 cornerID, const ColorF& targetColor, const F32 deltaRed, const F32 deltaGreen, const F32 deltaBlue, const F32 deltaAlpha); void updateBlendColor(const F32 elapsedTime); void checkFadeComplete(); /// Declare Console Object. DECLARE_CONOBJECT( Sprite ); protected: static bool writeFlipX( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->getFlipX() == true; } static bool writeFlipY( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->getFlipY() == true; } static bool writeUseComplexColor( void* obj, StringTableEntry pFieldName ) {return static_cast(obj)->getUseComplexColor() == true; } bool mUseComplexColor; ColorF mComplexColor0; ColorF mComplexColor1; ColorF mComplexColor2; ColorF mComplexColor3; }; #endif // _SPRITE_H_