| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsPrerequisites.h" |
| 6 | #include "2D/BsSprite.h" |
| 7 | #include "Math/BsVector2.h" |
| 8 | #include "Image/BsColor.h" |
| 9 | |
| 10 | namespace bs |
| 11 | { |
| 12 | /** @addtogroup 2D |
| 13 | * @{ |
| 14 | */ |
| 15 | |
| 16 | /** Image sprite description structure used for initializing or updating an image sprite. */ |
| 17 | struct IMAGE_SPRITE_DESC |
| 18 | { |
| 19 | IMAGE_SPRITE_DESC() = default; |
| 20 | |
| 21 | UINT32 width = 0; /**< Width of the image in pixels. */ |
| 22 | UINT32 height = 0; /**< Height of the image in pixels. */ |
| 23 | SpriteAnchor anchor = SA_TopLeft; /**< Determines where in the provided bounds will the sprite be placed. */ |
| 24 | Vector2 uvScale = Vector2(1.0f, 1.0f); /**< Scale applied to UV width/height used for rendering the sprite. */ |
| 25 | Vector2 uvOffset = Vector2(0.0f, 0.0f); /**< Offset applied to UV coordinates when rendering the sprite. */ |
| 26 | bool transparent = true; /**< Should the sprite be rendered with transparency. */ |
| 27 | |
| 28 | HSpriteTexture texture; /**< Texture to overlay on the sprite. */ |
| 29 | Color color; /**< Color tint to apply to the sprite. */ |
| 30 | /** |
| 31 | * Time (since application start) at which the sprite texture's 0th frame is played. Used if the sprite texture |
| 32 | * has sprite sheet animation defined. |
| 33 | */ |
| 34 | float animationStartTime = 0.0f; |
| 35 | |
| 36 | /** |
| 37 | * Borders (in texels) that allow you to control how is the texture scaled. If borders are 0 the texture will be |
| 38 | * scaled uniformly. If they are not null only the area inside the borders will be scaled and the outside are will |
| 39 | * remain the original size as in the texture. This allows you to implement "Scale9Grid" functionality. |
| 40 | */ |
| 41 | UINT32 borderLeft = 0; |
| 42 | UINT32 borderRight = 0; |
| 43 | UINT32 borderTop = 0; |
| 44 | UINT32 borderBottom = 0; |
| 45 | }; |
| 46 | |
| 47 | /** A sprite consisting of a single image represented by a sprite texture. */ |
| 48 | class BS_EXPORT ImageSprite : public Sprite |
| 49 | { |
| 50 | public: |
| 51 | ImageSprite() = default; |
| 52 | ~ImageSprite(); |
| 53 | |
| 54 | /** |
| 55 | * Recreates internal sprite data according the specified description structure. |
| 56 | * |
| 57 | * @param[in] desc Describes the geometry and material of the sprite. |
| 58 | * @param[in] groupId Group identifier that forces different materials to be used for different groups (for |
| 59 | * example you don't want the sprites to share the same material if they use different world |
| 60 | * transform matrices). |
| 61 | */ |
| 62 | void update(const IMAGE_SPRITE_DESC& desc, UINT64 groupId); |
| 63 | |
| 64 | /** |
| 65 | * Calculates the required UV scale in order for a texture of size @p sourceSize to be placed on the surface |
| 66 | * of @p destSize size, while respecting the chosen scale mode. |
| 67 | */ |
| 68 | static Vector2 getTextureUVScale(Vector2I sourceSize, Vector2I destSize, TextureScaleMode scaleMode); |
| 69 | |
| 70 | private: |
| 71 | /** Clears internal geometry buffers. */ |
| 72 | void clearMesh(); |
| 73 | }; |
| 74 | |
| 75 | /** @} */ |
| 76 | } |