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/*************************************************************************/
/*  sprite_2d.h                                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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_2D_H
#define SPRITE_2D_H

#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"

class Sprite2D : public Node2D {
	GDCLASS(Sprite2D, Node2D);

	Ref<Texture2D> texture;
	Ref<Texture2D> normal_map;
	Ref<Texture2D> specular;
	Color specular_color;
	float shininess;

	bool centered;
	Point2 offset;

	bool hflip;
	bool vflip;
	bool region;
	Rect2 region_rect;
	bool region_filter_clip;

	int frame;

	int vframes;
	int hframes;

	void _get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const;

	void _texture_changed();

protected:
	void _notification(int p_what);

	static void _bind_methods();

	virtual void _validate_property(PropertyInfo &property) const;

public:
#ifdef TOOLS_ENABLED
	virtual Dictionary _edit_get_state() const;
	virtual void _edit_set_state(const Dictionary &p_state);

	virtual void _edit_set_pivot(const Point2 &p_pivot);
	virtual Point2 _edit_get_pivot() const;
	virtual bool _edit_use_pivot() const;
	virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;

	virtual Rect2 _edit_get_rect() const;
	virtual bool _edit_use_rect() const;
#endif

	bool is_pixel_opaque(const Point2 &p_point) const;

	void set_texture(const Ref<Texture2D> &p_texture);
	Ref<Texture2D> get_texture() const;

	void set_normal_map(const Ref<Texture2D> &p_texture);
	Ref<Texture2D> get_normal_map() const;

	void set_specular_map(const Ref<Texture2D> &p_texture);
	Ref<Texture2D> get_specular_map() const;

	void set_specular_color(const Color &p_color);
	Color get_specular_color() const;

	void set_shininess(float p_shininess);
	float get_shininess() 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_filter_clip(bool p_enable);
	bool is_region_filter_clip_enabled() 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_frame_coords(const Vector2 &p_coord);
	Vector2 get_frame_coords() const;

	void set_vframes(int p_amount);
	int get_vframes() const;

	void set_hframes(int p_amount);
	int get_hframes() const;

	Rect2 get_rect() const;
	virtual Rect2 get_anchorable_rect() const;

	Sprite2D();
	~Sprite2D();
};

#endif // SPRITE_H