Sprite2D.cpp 2.8 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Context.h"
  24. #include "Sprite2D.h"
  25. #include "SpriteSheet2D.h"
  26. #include "Texture2D.h"
  27. #include "DebugNew.h"
  28. namespace Urho3D
  29. {
  30. Sprite2D::Sprite2D(Context* context) :
  31. Resource(context),
  32. hotSpot_(0.5f, 0.5f),
  33. offset_(0, 0)
  34. {
  35. }
  36. Sprite2D::~Sprite2D()
  37. {
  38. }
  39. void Sprite2D::RegisterObject(Context* context)
  40. {
  41. context->RegisterFactory<Sprite2D>();
  42. }
  43. bool Sprite2D::BeginLoad(Deserializer& source)
  44. {
  45. loadTexture_ = new Texture2D(context_);
  46. loadTexture_->SetName(GetName());
  47. // In case we're async loading, only call BeginLoad() for the texture (load image but do not upload to GPU)
  48. if (!loadTexture_->BeginLoad(source))
  49. {
  50. loadTexture_.Reset();
  51. return false;
  52. }
  53. return true;
  54. }
  55. bool Sprite2D::EndLoad()
  56. {
  57. // Finish loading of the texture in the main thread
  58. bool success = false;
  59. if (loadTexture_ && loadTexture_->EndLoad())
  60. {
  61. success = true;
  62. SetTexture(loadTexture_);
  63. if (texture_)
  64. SetRectangle(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight()));
  65. }
  66. loadTexture_.Reset();
  67. return success;
  68. }
  69. void Sprite2D::SetTexture(Texture2D* texture)
  70. {
  71. texture_ = texture;
  72. }
  73. void Sprite2D::SetRectangle(const IntRect& rectangle)
  74. {
  75. rectangle_ = rectangle;
  76. }
  77. void Sprite2D::SetHotSpot(const Vector2& hotSpot)
  78. {
  79. hotSpot_ = hotSpot;
  80. }
  81. void Sprite2D::SetOffset(const IntVector2& offset)
  82. {
  83. offset_ = offset;
  84. }
  85. void Sprite2D::SetSpriteSheet(SpriteSheet2D* spriteSheet)
  86. {
  87. spriteSheet_ = spriteSheet;
  88. }
  89. }