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139 lines
4.5 KiB
C
139 lines
4.5 KiB
C
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// 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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#pragma once
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#include "IReferenceCounted.h"
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#include "irrArray.h"
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#include "SColor.h"
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#include "rect.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 ITexture;
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} // end namespace video
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namespace gui
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{
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//! A single sprite frame.
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// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
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struct SGUISpriteFrame
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{
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SGUISpriteFrame() :
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textureNumber(0), rectNumber(0)
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{
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}
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SGUISpriteFrame(u32 textureIndex, u32 positionIndex) :
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textureNumber(textureIndex), rectNumber(positionIndex)
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{
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}
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//! Texture index in IGUISpriteBank
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u32 textureNumber;
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//! Index in IGUISpriteBank::getPositions()
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u32 rectNumber;
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};
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//! A sprite composed of several frames.
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// Note for implementer: Can't fix variable names to uppercase as this is a public interface used since a while
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struct SGUISprite
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{
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SGUISprite() :
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frameTime(0) {}
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SGUISprite(const SGUISpriteFrame &firstFrame) :
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frameTime(0)
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{
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Frames.push_back(firstFrame);
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}
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core::array<SGUISpriteFrame> Frames;
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u32 frameTime;
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};
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//! Sprite bank interface.
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/** See http://http://irrlicht.sourceforge.net/forum//viewtopic.php?f=9&t=25742
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* for more information how to use the spritebank.
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*/
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class IGUISpriteBank : public virtual IReferenceCounted
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{
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public:
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//! Returns the list of rectangles held by the sprite bank
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virtual core::array<core::rect<s32>> &getPositions() = 0;
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//! Returns the array of animated sprites within the sprite bank
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virtual core::array<SGUISprite> &getSprites() = 0;
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//! Returns the number of textures held by the sprite bank
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virtual u32 getTextureCount() const = 0;
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//! Gets the texture with the specified index
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virtual video::ITexture *getTexture(u32 index) const = 0;
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//! Adds a texture to the sprite bank
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virtual void addTexture(video::ITexture *texture) = 0;
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//! Changes one of the textures in the sprite bank
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virtual void setTexture(u32 index, video::ITexture *texture) = 0;
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//! Add the texture and use it for a single non-animated sprite.
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/** The texture and the corresponding rectangle and sprite will all be added to the end of each array.
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\returns The index of the sprite or -1 on failure */
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virtual s32 addTextureAsSprite(video::ITexture *texture) = 0;
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//! Clears sprites, rectangles and textures
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virtual void clear() = 0;
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//! Draws a sprite in 2d with position and color
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/**
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\param index Index of SGUISprite to draw
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\param pos Target position - depending on center value either the left-top or the sprite center is used as pivot
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\param clip Clipping rectangle, can be 0 when clipping is not wanted.
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\param color Color with which the image is drawn.
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Note that the alpha component is used. If alpha is other than
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255, the image will be transparent.
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\param starttime Tick when the first frame was drawn (only difference currenttime-starttime matters).
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\param currenttime To calculate the frame of animated sprites
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\param loop When true animations are looped
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\param center When true pivot is set to the sprite-center. So it affects pos.
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*/
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virtual void draw2DSprite(u32 index, const 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) = 0;
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//! Draws a sprite in 2d with destination rectangle and colors
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/**
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\param index Index of SGUISprite to draw
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\param destRect The sprite will be scaled to fit this target rectangle
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\param clip Clipping rectangle, can be 0 when clipping is not wanted.
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\param colors Array of 4 colors denoting the color values of
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the corners of the destRect
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\param timeTicks Current frame for animated sprites
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(same as currenttime-starttime in other draw2DSprite function)
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\param loop When true animations are looped
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*/
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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) = 0;
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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) = 0;
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};
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} // end namespace gui
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} // end namespace irr
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