godot/scene/2d/sprite.h
Juan Linietsky 34e58fd831 Added a function to cache texture opacity at a pixel, and modified editor to use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
2018-08-23 22:11:10 -03:00

127 lines
4.2 KiB
C++

/*************************************************************************/
/* sprite.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SPRITE_H
#define SPRITE_H
#include "scene/2d/node_2d.h"
#include "scene/resources/texture.h"
class Sprite : public Node2D {
GDCLASS(Sprite, Node2D);
Ref<Texture> texture;
Ref<Texture> normal_map;
bool centered;
Point2 offset;
bool hflip;
bool vflip;
bool region;
Rect2 region_rect;
bool region_filter_clip;
int frame;
int vframes;
int hframes;
void _get_rects(Rect2 &r_src_rect, Rect2 &r_dst_rect, bool &r_filter_clip) const;
protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
virtual void _changed_callback(Object *p_changed, const char *p_prop);
public:
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
virtual void _edit_set_pivot(const Point2 &p_pivot);
virtual Point2 _edit_get_pivot() const;
virtual bool _edit_use_pivot() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
bool is_pixel_opaque(const Point2 &p_point) const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
void set_normal_map(const Ref<Texture> &p_texture);
Ref<Texture> get_normal_map() const;
void set_centered(bool p_center);
bool is_centered() const;
void set_offset(const Point2 &p_offset);
Point2 get_offset() const;
void set_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
void set_region(bool p_region);
bool is_region() const;
void set_region_filter_clip(bool p_enable);
bool is_region_filter_clip_enabled() const;
void set_region_rect(const Rect2 &p_region_rect);
Rect2 get_region_rect() const;
void set_frame(int p_frame);
int get_frame() const;
void set_vframes(int p_amount);
int get_vframes() const;
void set_hframes(int p_amount);
int get_hframes() const;
Rect2 get_rect() const;
virtual Rect2 get_anchorable_rect() const;
Sprite();
~Sprite();
};
#endif // SPRITE_H