irrlicht/source/Irrlicht/CGUISpriteBank.h
Desour f5c6d3e945 Reformat the code, using:
find -type f |  # list all regular files
  grep -E '\.(h|cpp|mm)$' |  # filter for source files
  grep -v '/mt_' |  # filter out generated files
  grep -v '/vendor/' | # and vendored GL
  grep -v '/test/image_loader_test.cpp' |  # and this file (has giant literals arrays)
  xargs -n 1 -P $(nproc) clang-format -i  # reformat everything

Co-authored-by: numzero <numzer0@yandex.ru>
2024-03-21 22:08:26 +01:00

82 lines
2.3 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
#pragma once
#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:
bool getFrameNr(u32 &frameNr, u32 index, u32 time, bool loop) const;
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