Gamedev Framework (gf)  0.7.0
A C++14 framework for 2D games
Sprite.h
1 /*
2  * Gamedev Framework (gf)
3  * Copyright (C) 2016-2018 Julien Bernard
4  *
5  * This software is provided 'as-is', without any express or implied
6  * warranty. In no event will the authors be held liable for any damages
7  * arising from the use of this software.
8  *
9  * Permission is granted to anyone to use this software for any purpose,
10  * including commercial applications, and to alter it and redistribute it
11  * freely, subject to the following restrictions:
12  *
13  * 1. The origin of this software must not be misrepresented; you must not
14  * claim that you wrote the original software. If you use this software
15  * in a product, an acknowledgment in the product documentation would be
16  * appreciated but is not required.
17  * 2. Altered source versions must be plainly marked as such, and must not be
18  * misrepresented as being the original software.
19  * 3. This notice may not be removed or altered from any source distribution.
20  *
21  * Part of this file comes from SFML, with the same license:
22  * Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
23  */
24 #ifndef GF_SPRITE_H
25 #define GF_SPRITE_H
26 
27 #include "Transformable.h"
28 #include "Portability.h"
29 #include "Vertex.h"
30 #include "VertexBuffer.h"
31 
32 namespace gf {
33 #ifndef DOXYGEN_SHOULD_SKIP_THIS
34 inline namespace v1 {
35 #endif
36  class Texture;
37 
87  class GF_API Sprite : public Transformable {
88  public:
94  Sprite();
95 
103  Sprite(const Texture& texture);
104 
113  Sprite(const Texture& texture, const RectF& textureRect);
114 
133  void setTexture(const Texture& texture, bool resetRect = false);
134 
145  const Texture& getTexture() const {
146  return *m_texture;
147  }
148 
156  bool hasTexture() const {
157  return m_texture != nullptr;
158  }
159 
167  void unsetTexture();
168 
184  void setTextureRect(const RectF& rect);
185 
193  const RectF& getTextureRect() const {
194  return m_textureRect;
195  }
196 
210  void setColor(const Color4f& color);
211 
219  const Color4f& getColor() const;
220 
221 
233  RectF getLocalBounds() const;
234 
245  void setAnchor(Anchor anchor);
246 
255  VertexBuffer commitGeometry() const;
256 
257  virtual void draw(RenderTarget& target, RenderStates states) override;
258 
259  private:
260  void updatePositions();
261  void updateTexCoords();
262 
263  private:
264  const Texture *m_texture;
265  RectF m_textureRect;
266  Vertex m_vertices[4];
267  RectF m_bounds;
268  };
269 
270 #ifndef DOXYGEN_SHOULD_SKIP_THIS
271 }
272 #endif
273 }
274 
275 #endif // GF_SPRITE_H
Decomposed transform defined by a position, a rotation and a scale.
Definition: Transformable.h:95
Base class for all render targets (window, texture, ...)
Definition: RenderTarget.h:66
Define the states used for drawing to a RenderTarget.
Definition: RenderStates.h:82
A point associated with a color and a texture coordinate.
Definition: Vertex.h:75
A drawable representation of a texture, with its own transformations, color, etc. ...
Definition: Sprite.h:87
Data in the graphics memory.
Definition: VertexBuffer.h:70
A texture for colored images.
Definition: Texture.h:339
The namespace for gf classes.
Definition: Action.h:34
Anchor
An anchor of a box.
Definition: Anchor.h:38
bool hasTexture() const
Check if a texture is set.
Definition: Sprite.h:156
const RectF & getTextureRect() const
Get the sub-rectangle of the texture displayed by the sprite.
Definition: Sprite.h:193
const Texture & getTexture() const
Get the source texture of the sprite.
Definition: Sprite.h:145