// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Atomic2D/Drawable2D.h" namespace Atomic { class Sprite2D; /// Static sprite component. class ATOMIC_API StaticSprite2D : public Drawable2D { ATOMIC_OBJECT(StaticSprite2D, Drawable2D); public: /// Construct. StaticSprite2D(Context* context); /// Destruct. ~StaticSprite2D(); /// Register object factory. Drawable2D must be registered first. static void RegisterObject(Context* context); /// Set sprite. void SetSprite(Sprite2D* sprite); /// Set draw rectangle. void SetDrawRect(const Rect &rect); /// Set texture rectangle. void SetTextureRect(const Rect &rect); /// Set blend mode. void SetBlendMode(BlendMode blendMode); /// Set flip. void SetFlip(bool flipX, bool flipY); /// Set flip X. void SetFlipX(bool flipX); /// Set flip Y. void SetFlipY(bool flipY); /// Set color. void SetColor(const Color& color); /// Set alpha. void SetAlpha(float alpha); /// Set whether to use custom-defined hot spot. void SetUseHotSpot(bool useHotSpot); /// Set whether to use custom-defined draw rectangle. void SetUseDrawRect(bool useDrawRect); /// Set whether to use custom-defined texture rectangle. void SetUseTextureRect(bool useTextureRect); /// Set hot spot. void SetHotSpot(const Vector2& hotspot); /// Set custom material. void SetCustomMaterial(Material* customMaterial); /// Return sprite. Sprite2D* GetSprite() const; /// Return draw rect. const Rect& GetDrawRect() const { return drawRect_; } /// Return texture rect. const Rect& GetTextureRect() const { return textureRect_; } /// Return blend mode. BlendMode GetBlendMode() const { return blendMode_; } /// Return flip X. bool GetFlipX() const { return flipX_; } /// Return flip Y. bool GetFlipY() const { return flipY_; } /// Return color. const Color& GetColor() const { return color_; } /// Return alpha. float GetAlpha() const { return color_.a_; } /// Return whether to use custom-defined hot spot. bool GetUseHotSpot() const { return useHotSpot_; } /// Return whether to use custom-defined draw rectangle. bool GetUseDrawRect() const { return useDrawRect_; } /// Return whether to use custom-defined texture rectangle. bool GetUseTextureRect() const { return useTextureRect_; } /// Return hot spot. const Vector2& GetHotSpot() const { return hotSpot_; } /// Return custom material. Material* GetCustomMaterial() const; /// Set sprite attribute. void SetSpriteAttr(const ResourceRef& value); /// Return sprite attribute. ResourceRef GetSpriteAttr() const; /// Set custom material attribute. void SetCustomMaterialAttr(const ResourceRef& value); /// Return custom material attribute. ResourceRef GetCustomMaterialAttr() const; protected: /// Handle scene being assigned. virtual void OnSceneSet(Scene* scene); /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); /// Handle draw order changed. virtual void OnDrawOrderChanged(); /// Update source batches. virtual void UpdateSourceBatches(); /// Update material. void UpdateMaterial(); /// Update drawRect. void UpdateDrawRect(); /// Sprite. SharedPtr sprite_; /// Blend mode. BlendMode blendMode_; /// Flip X. bool flipX_; /// Flip Y. bool flipY_; /// Color. Color color_; /// Use hot spot flag. bool useHotSpot_; /// Use draw rectangle flag. bool useDrawRect_; /// Use texture rectangle flag. bool useTextureRect_; /// Hot spot. Vector2 hotSpot_; /// Draw rectangle. Rect drawRect_; /// Texture rectangle. Rect textureRect_; /// Custom material. SharedPtr customMaterial_; }; }