SFML/include/SFML/Graphics/Sprite.hpp
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2016 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.
//
////////////////////////////////////////////////////////////
#ifndef SFML_SPRITE_HPP
#define SFML_SPRITE_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.hpp>
#include <SFML/Graphics/Drawable.hpp>
#include <SFML/Graphics/Transformable.hpp>
#include <SFML/Graphics/Vertex.hpp>
#include <SFML/Graphics/Rect.hpp>
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 Default constructor
///
/// Creates an empty sprite with no source texture.
///
////////////////////////////////////////////////////////////
Sprite();
////////////////////////////////////////////////////////////
/// \brief Construct the sprite from a source texture
///
/// \param texture Source texture
///
/// \see setTexture
///
////////////////////////////////////////////////////////////
explicit Sprite(const Texture& texture);
////////////////////////////////////////////////////////////
/// \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 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 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(const Color& color);
////////////////////////////////////////////////////////////
/// \brief Get the source texture of the sprite
///
/// If the sprite has no source texture, a NULL pointer is returned.
/// The returned pointer is const, which means that you can't
/// modify the texture when you retrieve it with this function.
///
/// \return Pointer to the sprite's texture
///
/// \see setTexture
///
////////////////////////////////////////////////////////////
const Texture* getTexture() const;
////////////////////////////////////////////////////////////
/// \brief Get the sub-rectangle of the texture displayed by the sprite
///
/// \return Texture rectangle of the sprite
///
/// \see setTextureRect
///
////////////////////////////////////////////////////////////
const IntRect& getTextureRect() const;
////////////////////////////////////////////////////////////
/// \brief Get the global color of the sprite
///
/// \return Global color of the sprite
///
/// \see setColor
///
////////////////////////////////////////////////////////////
const 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
///
////////////////////////////////////////////////////////////
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
///
////////////////////////////////////////////////////////////
FloatRect getGlobalBounds() const;
private:
////////////////////////////////////////////////////////////
/// \brief Draw the sprite to a render target
///
/// \param target Render target to draw to
/// \param states Current render states
///
////////////////////////////////////////////////////////////
virtual void draw(RenderTarget& target, RenderStates states) const;
////////////////////////////////////////////////////////////
/// \brief Update the vertices' positions
///
////////////////////////////////////////////////////////////
void updatePositions();
////////////////////////////////////////////////////////////
/// \brief Update the vertices' texture coordinates
///
////////////////////////////////////////////////////////////
void updateTexCoords();
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
Vertex m_vertices[4]; ///< 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
#endif // SFML_SPRITE_HPP
////////////////////////////////////////////////////////////
/// \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
/// // Declare and load a texture
/// sf::Texture texture;
/// texture.loadFromFile("texture.png");
///
/// // Create a sprite
/// sf::Sprite sprite;
/// sprite.setTexture(texture);
/// sprite.setTextureRect(sf::IntRect(10, 10, 50, 30));
/// sprite.setColor(sf::Color(255, 255, 255, 200));
/// sprite.setPosition(100, 25);
///
/// // Draw it
/// window.draw(sprite);
/// \endcode
///
/// \see sf::Texture, sf::Transformable
///
////////////////////////////////////////////////////////////