SpriteSheet2D.h 3.0 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. #pragma once
  23. #include "Resource.h"
  24. namespace Urho3D
  25. {
  26. class PListFile;
  27. class Sprite2D;
  28. class Texture2D;
  29. class XMLFile;
  30. /// Sprite sheet.
  31. class URHO3D_API SpriteSheet2D : public Resource
  32. {
  33. OBJECT(SpriteSheet2D);
  34. public:
  35. /// Construct.
  36. SpriteSheet2D(Context* context);
  37. /// Destruct.
  38. virtual ~SpriteSheet2D();
  39. /// Register object factory.
  40. static void RegisterObject(Context* context);
  41. /// Load resource from stream. May be called from a worker thread. Return true if successful.
  42. virtual bool BeginLoad(Deserializer& source);
  43. /// Finish resource loading. Always called from the main thread. Return true if successful.
  44. virtual bool EndLoad();
  45. /// Return texture.
  46. Texture2D* GetTexture() const { return texture_; }
  47. /// Return sprite.
  48. Sprite2D* GetSprite(const String& name) const;
  49. /// Define sprite.
  50. void DefineSprite(const String& name, const IntRect& rectangle, const Vector2& hotSpot = Vector2(0.5f, 0.5f), const IntVector2& offset = IntVector2::ZERO);
  51. /// Return sprite mapping.
  52. const HashMap<String, SharedPtr<Sprite2D> >& GetSpriteMapping() const { return spriteMapping_; }
  53. private:
  54. /// Begin load from PList file.
  55. bool BeginLoadFromPListFile(Deserializer& source);
  56. /// End load from PList file.
  57. bool EndLoadFromPListFile();
  58. /// Begin load from XML file.
  59. bool BeginLoadFromXMLFile(Deserializer& source);
  60. /// End load from XML file.
  61. bool EndLoadFromXMLFile();
  62. /// Texture.
  63. SharedPtr<Texture2D> texture_;
  64. /// Sprite mapping.
  65. HashMap<String, SharedPtr<Sprite2D> > spriteMapping_;
  66. /// PList file used while loading.
  67. SharedPtr<PListFile> loadPListFile_;
  68. /// XML file used while loading.
  69. SharedPtr<XMLFile> loadXMLFile_;
  70. /// Texture name used while loading.
  71. String loadTextureName_;
  72. };
  73. }