// // 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 "../Resource/Resource.h" namespace Atomic { class SpriteSheet2D; class Texture2D; /// Sprite. class ATOMIC_API Sprite2D : public Resource { ATOMIC_OBJECT(Sprite2D, Resource); public: /// Construct. Sprite2D(Context* context); /// Destruct. virtual ~Sprite2D(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource from stream. May be called from a worker thread. Return true if successful. virtual bool BeginLoad(Deserializer& source); /// Finish resource loading. Always called from the main thread. Return true if successful. virtual bool EndLoad(); /// Set texture. void SetTexture(Texture2D* texture); /// Set rectangle. void SetRectangle(const IntRect& rectangle); /// Set hot spot. void SetHotSpot(const Vector2& hotSpot); /// Set offset. void SetOffset(const IntVector2& offset); /// Set texture edge offset in pixels. This affects the left/right and top/bottom edges equally to prevent edge sampling artifacts. Default 0. void SetTextureEdgeOffset(float offset); /// Set sprite sheet. void SetSpriteSheet(SpriteSheet2D* spriteSheet); /// Return texture. Texture2D* GetTexture() const { return texture_; } /// Return rectangle. const IntRect& GetRectangle() const { return rectangle_; } /// Return hot spot. const Vector2& GetHotSpot() const { return hotSpot_; } /// Return offset. const IntVector2& GetOffset() const { return offset_; } /// Return texture edge offset. float GetTextureEdgeOffset() const { return edgeOffset_; } /// Return sprite sheet. SpriteSheet2D* GetSpriteSheet() const { return spriteSheet_; } /// Return draw rectangle. bool GetDrawRectangle(Rect& rect, bool flipX = false, bool flipY = false) const; /// Return draw rectangle with custom hot spot. bool GetDrawRectangle(Rect& rect, const Vector2& hotSpot, bool flipX = false, bool flipY = false) const; /// Return texture rectangle. bool GetTextureRectangle(Rect& rect, bool flipX = false, bool flipY = false) const; /// Save sprite to ResourceRef. static ResourceRef SaveToResourceRef(Sprite2D* sprite); /// Load sprite from ResourceRef. static Sprite2D* LoadFromResourceRef(Object* object, const ResourceRef& value); private: /// Texture. SharedPtr texture_; /// Rectangle. IntRect rectangle_; /// Hot spot. Vector2 hotSpot_; /// Offset (for trimmed sprite). IntVector2 offset_; /// Sprite sheet. WeakPtr spriteSheet_; /// Texture used while loading. SharedPtr loadTexture_; /// Offset to fix texture edge bleeding. float edgeOffset_; }; }