SFML/include/SFML/Graphics/Sprite.hpp
2024-09-11 16:02:01 -06:00

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C++

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