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279 lines
11 KiB
C++
279 lines
11 KiB
C++
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2024 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/Drawable.hpp>
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#include <SFML/Graphics/Rect.hpp>
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#include <SFML/Graphics/RenderStates.hpp>
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#include <SFML/Graphics/Transformable.hpp>
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#include <SFML/Graphics/Vertex.hpp>
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#include <array>
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namespace sf
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{
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class Texture;
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////////////////////////////////////////////////////////////
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/// \brief Drawable representation of a texture, with its
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/// own transformations, color, etc.
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API Sprite : public Drawable, public Transformable
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{
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public:
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////////////////////////////////////////////////////////////
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/// \brief Construct the sprite from a source texture
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///
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/// \param texture Source texture
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///
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/// \see `setTexture`
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///
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////////////////////////////////////////////////////////////
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explicit Sprite(const Texture& texture);
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////////////////////////////////////////////////////////////
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/// \brief Disallow construction from a temporary texture
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///
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////////////////////////////////////////////////////////////
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explicit Sprite(const Texture&& texture) = delete;
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////////////////////////////////////////////////////////////
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/// \brief Construct the sprite from a sub-rectangle of a source texture
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///
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/// \param texture Source texture
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/// \param rectangle Sub-rectangle of the texture to assign to the sprite
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///
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/// \see `setTexture`, `setTextureRect`
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///
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////////////////////////////////////////////////////////////
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Sprite(const Texture& texture, const IntRect& rectangle);
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////////////////////////////////////////////////////////////
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/// \brief Disallow construction from a temporary texture
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///
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////////////////////////////////////////////////////////////
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Sprite(const Texture&& texture, const IntRect& rectangle) = delete;
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////////////////////////////////////////////////////////////
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/// \brief Change the source texture of the sprite
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///
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/// The \a `texture` argument refers to a texture that must
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/// exist as long as the sprite uses it. Indeed, the sprite
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/// doesn't store its own copy of the texture, but rather keeps
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/// a pointer to the one that you passed to this function.
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/// If the source texture is destroyed and the sprite tries to
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/// use it, the behavior is undefined.
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/// If \a `resetRect` is `true`, the `TextureRect` property of
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/// the sprite is automatically adjusted to the size of the new
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/// texture. If it is `false`, the texture rect is left unchanged.
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///
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/// \param texture New texture
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/// \param resetRect Should the texture rect be reset to the size of the new texture?
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///
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/// \see `getTexture`, `setTextureRect`
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///
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////////////////////////////////////////////////////////////
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void setTexture(const Texture& texture, bool resetRect = false);
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////////////////////////////////////////////////////////////
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/// \brief Disallow setting from a temporary texture
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///
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////////////////////////////////////////////////////////////
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void setTexture(const Texture&& texture, bool resetRect = false) = delete;
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////////////////////////////////////////////////////////////
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/// \brief Set the sub-rectangle of the texture that the sprite will display
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///
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/// The texture rect is useful when you don't want to display
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/// the whole texture, but rather a part of it.
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/// By default, the texture rect covers the entire texture.
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///
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/// \param rectangle Rectangle defining the region of the texture to display
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///
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/// \see `getTextureRect`, `setTexture`
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///
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////////////////////////////////////////////////////////////
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void setTextureRect(const IntRect& rectangle);
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////////////////////////////////////////////////////////////
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/// \brief Set the global color of the sprite
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///
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/// This color is modulated (multiplied) with the sprite's
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/// texture. It can be used to colorize the sprite, or change
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/// its global opacity.
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/// By default, the sprite's color is opaque white.
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///
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/// \param color New color of the sprite
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///
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/// \see `getColor`
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///
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////////////////////////////////////////////////////////////
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void setColor(Color color);
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////////////////////////////////////////////////////////////
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/// \brief Get the source texture of the sprite
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///
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/// The returned reference is const, which means that you can't
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/// modify the texture when you retrieve it with this function.
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///
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/// \return Reference to the sprite's texture
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///
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/// \see `setTexture`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const Texture& getTexture() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the sub-rectangle of the texture displayed by the sprite
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///
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/// \return Texture rectangle of the sprite
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///
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/// \see `setTextureRect`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] const IntRect& getTextureRect() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the global color of the sprite
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///
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/// \return Global color of the sprite
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///
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/// \see `setColor`
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] Color getColor() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the local bounding rectangle of the entity
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///
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/// The returned rectangle is in local coordinates, which means
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/// that it ignores the transformations (translation, rotation,
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/// scale, ...) that are applied to the entity.
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/// In other words, this function returns the bounds of the
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/// entity in the entity's coordinate system.
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///
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/// \return Local bounding rectangle of the entity
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] FloatRect getLocalBounds() const;
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////////////////////////////////////////////////////////////
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/// \brief Get the global bounding rectangle of the entity
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///
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/// The returned rectangle is in global coordinates, which means
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/// that it takes into account the transformations (translation,
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/// rotation, scale, ...) that are applied to the entity.
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/// In other words, this function returns the bounds of the
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/// sprite in the global 2D world's coordinate system.
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///
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/// \return Global bounding rectangle of the entity
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///
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////////////////////////////////////////////////////////////
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[[nodiscard]] FloatRect getGlobalBounds() const;
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private:
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////////////////////////////////////////////////////////////
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/// \brief Draw the sprite to a render target
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///
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/// \param target Render target to draw to
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/// \param states Current render states
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///
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////////////////////////////////////////////////////////////
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void draw(RenderTarget& target, RenderStates states) const override;
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////////////////////////////////////////////////////////////
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/// \brief Update the vertices' positions and texture coordinates
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///
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////////////////////////////////////////////////////////////
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void updateVertices();
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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std::array<Vertex, 4> m_vertices; //!< Vertices defining the sprite's geometry
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const Texture* m_texture; //!< Texture of the sprite
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IntRect m_textureRect; //!< Rectangle defining the area of the source texture to display
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};
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} // namespace sf
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////////////////////////////////////////////////////////////
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/// \class sf::Sprite
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/// \ingroup graphics
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///
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/// `sf::Sprite` is a drawable class that allows to easily display
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/// a texture (or a part of it) on a render target.
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///
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/// It inherits all the functions from `sf::Transformable`:
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/// position, rotation, scale, origin. It also adds sprite-specific
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/// properties such as the texture to use, the part of it to display,
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/// and some convenience functions to change the overall color of the
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/// sprite, or to get its bounding rectangle.
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///
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/// `sf::Sprite` works in combination with the `sf::Texture` class, which
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/// loads and provides the pixel data of a given texture.
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///
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/// The separation of `sf::Sprite` and `sf::Texture` allows more flexibility
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/// and better performances: indeed a `sf::Texture` is a heavy resource,
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/// and any operation on it is slow (often too slow for real-time
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/// applications). On the other side, a `sf::Sprite` is a lightweight
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/// object which can use the pixel data of a `sf::Texture` and draw
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/// it with its own transformation/color/blending attributes.
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///
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/// It is important to note that the `sf::Sprite` instance doesn't
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/// copy the texture that it uses, it only keeps a reference to it.
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/// Thus, a `sf::Texture` must not be destroyed while it is
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/// used by a `sf::Sprite` (i.e. never write a function that
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/// uses a local `sf::Texture` instance for creating a sprite).
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///
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/// See also the note on coordinates and undistorted rendering in `sf::Transformable`.
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///
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/// Usage example:
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/// \code
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/// // Load a texture
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/// const sf::Texture texture("texture.png");
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///
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/// // Create a sprite
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/// sf::Sprite sprite(texture);
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/// sprite.setTextureRect({{10, 10}, {50, 30}});
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/// sprite.setColor({255, 255, 255, 200});
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/// sprite.setPosition({100.f, 25.f});
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///
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/// // Draw it
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/// window.draw(sprite);
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/// \endcode
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///
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/// \see `sf::Texture`, `sf::Transformable`
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///
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////////////////////////////////////////////////////////////
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