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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Math/Matrix3x4.h"
- #include "../UI/UIElement.h"
- namespace Urho3D
- {
- /// %UI element which allows sub-pixel positioning and size, as well as rotation. Only other Sprites should be added as child elements.
- class URHO3D_API Sprite : public UIElement
- {
- URHO3D_OBJECT(Sprite, UIElement);
- public:
- /// Construct.
- explicit Sprite(Context* context);
- /// Destruct.
- ~Sprite() override;
- /// Register object factory.
- /// @nobind
- static void RegisterObject(Context* context);
- /// Return whether is visible and inside a scissor rectangle and should be rendered.
- bool IsWithinScissor(const IntRect& currentScissor) override;
- /// Update and return screen position.
- const IntVector2& GetScreenPosition() const override;
- /// Return UI rendering batches.
- void GetBatches(Vector<UIBatch>& batches, Vector<float>& vertexData, const IntRect& currentScissor) override;
- /// React to position change.
- void OnPositionSet(const IntVector2& newPosition) override;
- /// Convert screen coordinates to element coordinates.
- IntVector2 ScreenToElement(const IntVector2& screenPosition) override;
- /// Convert element coordinates to screen coordinates.
- IntVector2 ElementToScreen(const IntVector2& position) override;
- /// Set floating point position.
- /// @property
- void SetPosition(const Vector2& position);
- /// Set floating point position.
- void SetPosition(float x, float y);
- /// Set hotspot for positioning and rotation.
- /// @property
- void SetHotSpot(const IntVector2& hotSpot);
- /// Set hotspot for positioning and rotation.
- void SetHotSpot(int x, int y);
- /// Set scale. Scale also affects child sprites.
- /// @property
- void SetScale(const Vector2& scale);
- /// Set scale. Scale also affects child sprites.
- void SetScale(float x, float y);
- /// Set uniform scale. Scale also affects child sprites.
- void SetScale(float scale);
- /// Set rotation angle.
- /// @property
- void SetRotation(float angle);
- /// Set texture.
- /// @property
- void SetTexture(Texture* texture);
- /// Set part of texture to use as the image.
- /// @property
- void SetImageRect(const IntRect& rect);
- /// Use whole texture as the image.
- void SetFullImageRect();
- /// Set blend mode.
- /// @property
- void SetBlendMode(BlendMode mode);
- /// Return floating point position.
- /// @property
- const Vector2& GetPosition() const { return floatPosition_; }
- /// Return hotspot.
- /// @property
- const IntVector2& GetHotSpot() const { return hotSpot_; }
- /// Return scale.
- /// @property
- const Vector2& GetScale() const { return scale_; }
- /// Return rotation angle.
- /// @property
- float GetRotation() const { return rotation_; }
- /// Return texture.
- /// @property
- Texture* GetTexture() const { return texture_; }
- /// Return image rectangle.
- /// @property
- const IntRect& GetImageRect() const { return imageRect_; }
- /// Return blend mode.
- /// @property
- BlendMode GetBlendMode() const { return blendMode_; }
- /// Set texture attribute.
- void SetTextureAttr(const ResourceRef& value);
- /// Return texture attribute.
- ResourceRef GetTextureAttr() const;
- /// Update and return rendering transform, also used to transform child sprites.
- const Matrix3x4& GetTransform() const;
- protected:
- /// Floating point position.
- Vector2 floatPosition_;
- /// Hotspot for positioning and rotation.
- IntVector2 hotSpot_;
- /// Scale.
- Vector2 scale_;
- /// Rotation angle.
- float rotation_;
- /// Texture.
- SharedPtr<Texture> texture_;
- /// Image rectangle.
- IntRect imageRect_;
- /// Blend mode flag.
- BlendMode blendMode_;
- /// Transform matrix.
- mutable Matrix3x4 transform_;
- };
- }
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