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Irrlicht 3D Engine
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5 #ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__
6 #define __I_GUI_SPRITE_BANK_H_INCLUDED__
73 virtual void clear() = 0;
79 u32 starttime=0,
u32 currenttime=0,
80 bool loop=
true,
bool center=
false) = 0;
86 u32 starttime=0,
u32 currenttime=0,
87 bool loop=
true,
bool center=
false) = 0;
94 #endif // __I_GUI_SPRITE_BANK_H_INCLUDED__
core::array< SGUISpriteFrame > Frames
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)=0
Draws a sprite in 2d with position and color.
A sprite composed of several frames.
Interface of a Video Driver dependent Texture.
virtual void setTexture(u32 index, video::ITexture *texture)=0
Changes one of the textures in the sprite bank.
2d vector template class with lots of operators and methods.
signed int s32
32 bit signed variable.
virtual void addTexture(video::ITexture *texture)=0
Adds a texture to the sprite bank.
virtual core::array< SGUISprite > & getSprites()=0
Returns the array of animated sprites within the sprite bank.
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)=0
Draws a sprite batch in 2d using an array of positions and a color.
Base class of most objects of the Irrlicht Engine.
virtual video::ITexture * getTexture(u32 index) const =0
Gets the texture with the specified index.
virtual void clear()=0
clears sprites, rectangles and textures
Everything in the Irrlicht Engine can be found in this namespace.
unsigned int u32
32 bit unsigned variable.
virtual u32 getTextureCount() const =0
Returns the number of textures held by the sprite bank.
Self reallocating template array (like stl vector) with additional features.
Class representing a 32 bit ARGB color.
virtual core::array< core::rect< s32 > > & getPositions()=0
Returns the list of rectangles held by the sprite bank.
virtual s32 addTextureAsSprite(video::ITexture *texture)=0