/*************************************************************************/ /* sprite.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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. */ /*************************************************************************/ #ifndef SPRITE_H #define SPRITE_H #include "scene/2d/node_2d.h" #include "scene/resources/texture.h" class Sprite : public Node2D { GDCLASS(Sprite, Node2D); Ref<Texture> texture; bool centered; Point2 offset; bool hflip; bool vflip; bool region; Rect2 region_rect; int frame; int vframes; int hframes; protected: void _notification(int p_what); static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; public: virtual void edit_set_pivot(const Point2 &p_pivot); virtual Point2 edit_get_pivot() const; virtual bool edit_has_pivot() const; void set_texture(const Ref<Texture> &p_texture); Ref<Texture> get_texture() const; void set_centered(bool p_center); bool is_centered() const; void set_offset(const Point2 &p_offset); Point2 get_offset() const; void set_flip_h(bool p_flip); bool is_flipped_h() const; void set_flip_v(bool p_flip); bool is_flipped_v() const; void set_region(bool p_region); bool is_region() const; void set_region_rect(const Rect2 &p_region_rect); Rect2 get_region_rect() const; void set_frame(int p_frame); int get_frame() const; void set_vframes(int p_amount); int get_vframes() const; void set_hframes(int p_amount); int get_hframes() const; virtual Rect2 get_item_rect() const; Sprite(); }; #if 0 class ViewportSprite : public Node2D { GDCLASS( ViewportSprite, Node2D ); Ref<Texture> texture; NodePath viewport_path; bool centered; Point2 offset; Color modulate; protected: void _notification(int p_what); static void _bind_methods(); public: virtual void edit_set_pivot(const Point2& p_pivot); virtual Point2 edit_get_pivot() const; virtual bool edit_has_pivot() const; void set_viewport_path(const NodePath& p_viewport); NodePath get_viewport_path() const; void set_centered(bool p_center); bool is_centered() const; void set_offset(const Point2& p_offset); Point2 get_offset() const; void set_modulate(const Color& p_color); Color get_modulate() const; virtual Rect2 get_item_rect() const; virtual String get_configuration_warning() const; ViewportSprite(); }; #endif #endif // SPRITE_H