forked from Mirrorlandia_minetest/irrlicht
101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_GUI_SPRITE_BANK_H_INCLUDED__
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#define __C_GUI_SPRITE_BANK_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#include "IGUISpriteBank.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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class ITexture;
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}
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namespace gui
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{
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class IGUIEnvironment;
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//! Sprite bank interface.
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class CGUISpriteBank : public IGUISpriteBank
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{
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public:
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CGUISpriteBank(IGUIEnvironment* env);
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virtual ~CGUISpriteBank();
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core::array< core::rect<s32> >& getPositions() override;
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core::array< SGUISprite >& getSprites() override;
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u32 getTextureCount() const override;
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video::ITexture* getTexture(u32 index) const override;
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void addTexture(video::ITexture* texture) override;
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void setTexture(u32 index, video::ITexture* texture) override;
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//! Add the texture and use it for a single non-animated sprite.
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s32 addTextureAsSprite(video::ITexture* texture) override;
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//! clears sprites, rectangles and textures
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void clear() override;
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//! Draws a sprite in 2d with position and color
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virtual void draw2DSprite(u32 index, const core::position2di& pos, const core::rect<s32>* clip=0,
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const video::SColor& color= video::SColor(255,255,255,255),
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u32 starttime=0, u32 currenttime=0, bool loop=true, bool center=false) override;
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//! Draws a sprite in 2d with destination rectangle and colors
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virtual void draw2DSprite(u32 index, const core::rect<s32>& destRect,
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const core::rect<s32>* clip=0,
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const video::SColor * const colors=0,
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u32 timeTicks = 0,
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bool loop=true) override;
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//! Draws a sprite batch in 2d using an array of positions and a color
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virtual void draw2DSpriteBatch(const core::array<u32>& indices, const core::array<core::position2di>& pos,
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const core::rect<s32>* clip=0,
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const video::SColor& color= video::SColor(255,255,255,255),
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u32 starttime=0, u32 currenttime=0,
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bool loop=true, bool center=false) override;
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protected:
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inline u32 getFrameNr(u32 index, u32 time, bool loop) const
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{
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u32 frame = 0;
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if (Sprites[index].frameTime && Sprites[index].Frames.size() )
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{
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u32 f = (time / Sprites[index].frameTime);
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if (loop)
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frame = f % Sprites[index].Frames.size();
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else
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frame = (f >= Sprites[index].Frames.size()) ? Sprites[index].Frames.size()-1 : f;
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}
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return frame;
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}
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struct SDrawBatch
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{
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core::array<core::position2di> positions;
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core::array<core::recti> sourceRects;
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u32 textureNumber;
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};
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core::array<SGUISprite> Sprites;
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core::array< core::rect<s32> > Rectangles;
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core::array<video::ITexture*> Textures;
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IGUIEnvironment* Environment;
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video::IVideoDriver* Driver;
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};
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} // end namespace gui
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} // end namespace irr
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#endif // __C_GUI_SPRITE_BANK_H_INCLUDED__
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