/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019 The RmlUi Team, and contributors * * 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. * */ #include "Sprite.h" #include Sprite::Sprite(const Rml::Core::Vector2f& dimensions, const Rml::Core::Vector2f& top_left_texcoord, const Rml::Core::Vector2f& bottom_right_texcoord) : dimensions(dimensions), top_left_texcoord(top_left_texcoord), bottom_right_texcoord(bottom_right_texcoord) { } Sprite::~Sprite() { } void Sprite::Render(const Rml::Core::Vector2f& position) { glTexCoord2f(top_left_texcoord.x, top_left_texcoord.y); glVertex2f(position.x, position.y); glTexCoord2f(top_left_texcoord.x, bottom_right_texcoord.y); glVertex2f(position.x, position.y + dimensions.y); glTexCoord2f(bottom_right_texcoord.x, bottom_right_texcoord.y); glVertex2f(position.x + dimensions.x, position.y + dimensions.y); glTexCoord2f(bottom_right_texcoord.x, top_left_texcoord.y); glVertex2f(position.x + dimensions.x, position.y); }