irrlicht/source/Irrlicht/CGUISpriteBank.h
2023-03-11 15:04:09 +01:00

100 lines
2.8 KiB
C++

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