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 "Deserializer.h"
  25. #include "Sprite2D.h"
  26. #include "SpriteSheet2D.h"
  27. #include "Texture2D.h"
  28. #include "DebugNew.h"
  29. namespace Urho3D
  30. {
  31. Sprite2D::Sprite2D(Context* context) :
  32. Resource(context),
  33. hotSpot_(0.5f, 0.5f),
  34. offset_(0, 0)
  35. {
  36. }
  37. Sprite2D::~Sprite2D()
  38. {
  39. }
  40. void Sprite2D::RegisterObject(Context* context)
  41. {
  42. context->RegisterFactory<Sprite2D>();
  43. }
  44. bool Sprite2D::BeginLoad(Deserializer& source)
  45. {
  46. if (GetName().Empty())
  47. SetName(source.GetName());
  48. loadTexture_ = new Texture2D(context_);
  49. loadTexture_->SetName(GetName());
  50. // In case we're async loading, only call BeginLoad() for the texture (load image but do not upload to GPU)
  51. if (!loadTexture_->BeginLoad(source))
  52. {
  53. loadTexture_.Reset();
  54. return false;
  55. }
  56. return true;
  57. }
  58. bool Sprite2D::EndLoad()
  59. {
  60. // Finish loading of the texture in the main thread
  61. bool success = false;
  62. if (loadTexture_ && loadTexture_->EndLoad())
  63. {
  64. success = true;
  65. SetTexture(loadTexture_);
  66. if (texture_)
  67. SetRectangle(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight()));
  68. }
  69. loadTexture_.Reset();
  70. return success;
  71. }
  72. void Sprite2D::SetTexture(Texture2D* texture)
  73. {
  74. texture_ = texture;
  75. }
  76. void Sprite2D::SetRectangle(const IntRect& rectangle)
  77. {
  78. rectangle_ = rectangle;
  79. }
  80. void Sprite2D::SetHotSpot(const Vector2& hotSpot)
  81. {
  82. hotSpot_ = hotSpot;
  83. }
  84. void Sprite2D::SetOffset(const IntVector2& offset)
  85. {
  86. offset_ = offset;
  87. }
  88. void Sprite2D::SetSpriteSheet(SpriteSheet2D* spriteSheet)
  89. {
  90. spriteSheet_ = spriteSheet;
  91. }
  92. }