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d19d6939d4
a) SpriteBank. error check on non existing textureNumber. Seen in broken Fonts. unified getFrameNr b) CBillboardTextSceneNode. use getOriginalSize git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6368 dfc29bdd-3216-0410-991c-e03cc46cb475
93 lines
2.7 KiB
C++
93 lines
2.7 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 IRR_C_GUI_SPRITE_BANK_H_INCLUDED
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#define IRR_C_GUI_SPRITE_BANK_H_INCLUDED
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_GUI_
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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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virtual core::array< core::rect<s32> >& getPositions() IRR_OVERRIDE;
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virtual core::array< SGUISprite >& getSprites() IRR_OVERRIDE;
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virtual u32 getTextureCount() const IRR_OVERRIDE;
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virtual video::ITexture* getTexture(u32 index) const IRR_OVERRIDE;
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virtual void addTexture(video::ITexture* texture) IRR_OVERRIDE;
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virtual void setTexture(u32 index, video::ITexture* texture) IRR_OVERRIDE;
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//! Add the texture and use it for a single non-animated sprite.
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virtual s32 addTextureAsSprite(video::ITexture* texture) IRR_OVERRIDE;
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//! clears sprites, rectangles and textures
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virtual void clear() IRR_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) IRR_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) IRR_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) IRR_OVERRIDE;
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protected:
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bool getFrameNr(u32& frameNr, u32 index, u32 time, bool loop) const;
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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 // _IRR_COMPILE_WITH_GUI_
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#endif // IRR_C_GUI_SPRITE_BANK_H_INCLUDED
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