mirror of https://github.com/axmolengine/axmol.git
599 lines
21 KiB
C++
599 lines
21 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __SPRITE_NODE_CCSPRITE_H__
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#define __SPRITE_NODE_CCSPRITE_H__
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#include <string>
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#include "2d/CCNode.h"
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#include "2d/CCDrawNode.h"
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#include "base/CCProtocols.h"
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#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCTrianglesCommand.h"
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#include "renderer/CCCustomCommand.h"
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NS_CC_BEGIN
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class SpriteBatchNode;
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class SpriteFrame;
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class Animation;
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class Rect;
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class Size;
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class Texture2D;
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struct transformValues_;
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/**
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* @addtogroup _2d
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* @{
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*/
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/**
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* Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ).
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*
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* Sprite can be created with an image, or with a sub-rectangle of an image.
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*
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* To optimize the Sprite rendering, please follow the following best practices:
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* - Put all your sprites in the same spritesheet (http://www.codeandweb.com/what-is-a-sprite-sheet).
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* - Use the same blending function for all your sprites.
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* - ...and the Renderer will automatically "batch" your sprites (will draw all of them in one OpenGL call).
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*
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* To gain an additional 5% ~ 10% more in the rendering, you can parent your sprites into a `SpriteBatchNode`.
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* But doing so carries the following limitations:
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*
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* - The Alias/Antialias property belongs to `SpriteBatchNode`, so you can't individually set the aliased property.
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* - The Blending function property belongs to `SpriteBatchNode`, so you can't individually set the blending function property.
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* - `ParallaxNode` is not supported, but can be simulated with a "proxy" sprite.
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* - Sprites can only have other Sprites (or subclasses of Sprite) as children.
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*
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* The default anchorPoint in Sprite is (0.5, 0.5).
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*/
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class CC_DLL Sprite : public Node, public TextureProtocol
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{
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public:
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/** Sprite invalid index on the SpriteBatchNode. */
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static const int INDEX_NOT_INITIALIZED = -1;
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/// @name Creators
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/// @{
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/**
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* Creates an empty sprite without texture. You can call setTexture method subsequently.
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*
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* @memberof Sprite
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* @return An autoreleased sprite object.
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*/
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static Sprite* create();
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/**
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* Creates a sprite with an image filename.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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* @param filename A path to image file, e.g., "scene1/monster.png".
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* @return An autoreleased sprite object.
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*/
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static Sprite* create(const std::string& filename);
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/**
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* Creates a sprite with an image filename and a rect.
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*
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* @param filename A path to image file, e.g., "scene1/monster.png".
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* @param rect A subrect of the image file.
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* @return An autoreleased sprite object.
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*/
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static Sprite* create(const std::string& filename, const Rect& rect);
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/**
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* Creates a sprite with a Texture2D object.
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*
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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*
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* @param texture A pointer to a Texture2D object.
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* @return An autoreleased sprite object.
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*/
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static Sprite* createWithTexture(Texture2D *texture);
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/**
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* Creates a sprite with a texture and a rect.
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*
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* After creation, the offset will be (0,0).
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*
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* @param texture A pointer to an existing Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
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* @param rotated Whether or not the rect is rotated.
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* @return An autoreleased sprite object.
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*/
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static Sprite* createWithTexture(Texture2D *texture, const Rect& rect, bool rotated=false);
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/**
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* Creates a sprite with an sprite frame.
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*
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* @param spriteFrame A sprite frame which involves a texture and a rect.
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* @return An autoreleased sprite object.
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*/
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static Sprite* createWithSpriteFrame(SpriteFrame *spriteFrame);
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/**
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* Creates a sprite with an sprite frame name.
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*
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* A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
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* If the SpriteFrame doesn't exist it will raise an exception.
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*
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* @param spriteFrameName A null terminated string which indicates the sprite frame name.
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* @return An autoreleased sprite object.
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*/
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static Sprite* createWithSpriteFrameName(const std::string& spriteFrameName);
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// end of creators group
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/// @}
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/// @{
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/// @name BatchNode methods
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/**
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* Updates the quad according the rotation, position, scale values.
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*/
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virtual void updateTransform() override;
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/**
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* Returns the batch node object if this sprite is rendered by SpriteBatchNode.
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*
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* @return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
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* nullptr if the sprite isn't used batch node.
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*/
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virtual SpriteBatchNode* getBatchNode() const;
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/**
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* Sets the batch node to sprite.
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* @warning This method is not recommended for game developers. Sample code for using batch node
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* @code
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* SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
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* Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
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* batch->addChild(sprite);
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* layer->addChild(batch);
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* @endcode
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*/
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virtual void setBatchNode(SpriteBatchNode *spriteBatchNode);
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/// @} end of BatchNode methods
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/// @{
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/// @name Texture / Frame methods
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/** Sets a new texture (from a filename) to the sprite.
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*
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* @memberof Sprite
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* It will call `setTextureRect()` with the texture's content size.
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*/
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virtual void setTexture(const std::string &filename );
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/** @overload
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*
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* The Texture's rect is not changed.
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*/
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virtual void setTexture(Texture2D *texture) override;
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/** Returns the Texture2D object used by the sprite. */
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virtual Texture2D* getTexture() const override;
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/**
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* Updates the texture rect of the Sprite in points.
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*
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* It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with \p rotated = false, and \p utrimmedSize = rect.size.
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*/
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virtual void setTextureRect(const Rect& rect);
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/** @overload
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*
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* It will update the texture coordinates and the vertex rectangle.
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*/
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virtual void setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize);
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/**
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* Sets the vertex rect.
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*
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* It will be called internally by setTextureRect.
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* Useful if you want to create 2x images from SD images in Retina Display.
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* Do not call it manually. Use setTextureRect instead.
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*/
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virtual void setVertexRect(const Rect& rect);
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/** @{
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* Sets a new SpriteFrame to the Sprite.
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*/
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virtual void setSpriteFrame(const std::string &spriteFrameName);
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virtual void setSpriteFrame(SpriteFrame* newFrame);
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/** @} */
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/** @deprecated Use `setSpriteFrame()` instead. */
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CC_DEPRECATED_ATTRIBUTE virtual void setDisplayFrame(SpriteFrame *newFrame) { setSpriteFrame(newFrame); }
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/**
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* Returns whether or not a SpriteFrame is being displayed.
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*/
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virtual bool isFrameDisplayed(SpriteFrame *frame) const;
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/**
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* Returns the current displayed frame.
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*/
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virtual SpriteFrame* getSpriteFrame() const;
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/** @deprecated Use `getSpriteFrame()` instead.
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* @js NA
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*/
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CC_DEPRECATED_ATTRIBUTE virtual SpriteFrame* getDisplayFrame() const { return getSpriteFrame(); }
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/** @deprecated Use `getSpriteFrame()` instead. */
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CC_DEPRECATED_ATTRIBUTE virtual SpriteFrame* displayFrame() const { return getSpriteFrame(); };
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/// @} End of frames methods
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/// @{
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/// @name Animation methods
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/**
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* Changes the display frame with animation name and index.
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* The animation name will be get from the AnimationCache.
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*/
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virtual void setDisplayFrameWithAnimationName(const std::string& animationName, ssize_t frameIndex);
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/// @}
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/// @{
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/// @name Sprite Properties' setter/getters.
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/**
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* Whether or not the Sprite needs to be updated in the Atlas.
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*
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* @return True if the sprite needs to be updated in the Atlas, false otherwise.
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*/
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virtual bool isDirty() const { return _dirty; }
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/**
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* Makes the Sprite to be updated in the Atlas.
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*/
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virtual void setDirty(bool dirty) { _dirty = dirty; }
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/**
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* Returns the quad (tex coords, vertex coords and color) information.
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* @js NA
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* @lua NA
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*/
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inline V3F_C4B_T2F_Quad getQuad() const { return _quad; }
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/**
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* Returns whether or not the texture rectangle is rotated.
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*/
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inline bool isTextureRectRotated() const { return _rectRotated; }
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/**
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* Returns the index used on the TextureAtlas.
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*/
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inline ssize_t getAtlasIndex() const { return _atlasIndex; }
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/**
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* Sets the index used on the TextureAtlas.
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*
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* @warning Don't modify this value unless you know what you are doing.
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*/
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inline void setAtlasIndex(ssize_t atlasIndex) { _atlasIndex = atlasIndex; }
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/**
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* Returns the rect of the Sprite in points.
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*/
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inline const Rect& getTextureRect() const { return _rect; }
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/**
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* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
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*/
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inline TextureAtlas* getTextureAtlas() const { return _textureAtlas; }
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/**
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* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
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*/
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inline void setTextureAtlas(TextureAtlas *textureAtlas) { _textureAtlas = textureAtlas; }
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/**
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* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
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*/
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inline const Vec2& getOffsetPosition() const { return _offsetPosition; }
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/**
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* Returns the flag which indicates whether the sprite is flipped horizontally or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* sprite->setScaleX(sprite->getScaleX() * -1);
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*
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* @return true if the sprite is flipped horizontally, false otherwise.
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*/
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bool isFlippedX() const;
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/**
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* Sets whether the sprite should be flipped horizontally or not.
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*
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* @param flippedX true if the sprite should be flipped horizontally, false otherwise.
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*/
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void setFlippedX(bool flippedX);
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/** @deprecated Use isFlippedX() instead.
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE bool isFlipX() { return isFlippedX(); };
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/** @deprecated Use setFlippedX() instead
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* @js NA
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*/
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CC_DEPRECATED_ATTRIBUTE void setFlipX(bool flippedX) { setFlippedX(flippedX); };
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/**
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* Return the flag which indicates whether the sprite is flipped vertically or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* sprite->setScaleY(sprite->getScaleY() * -1);
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*
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* @return true if the sprite is flipped vertically, false otherwise.
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*/
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bool isFlippedY() const;
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/**
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* Sets whether the sprite should be flipped vertically or not.
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*
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* @param flippedY true if the sprite should be flipped vertically, false otherwise.
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*/
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void setFlippedY(bool flippedY);
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/// @} End of Sprite properties getter/setters
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/** @deprecated Use isFlippedY() instead.
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* @js NA
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*/
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CC_DEPRECATED_ATTRIBUTE bool isFlipY() { return isFlippedY(); };
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/** @deprecated Use setFlippedY() instead.
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* @js NA
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*/
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CC_DEPRECATED_ATTRIBUTE void setFlipY(bool flippedY) { setFlippedY(flippedY); };
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//
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// Overrides
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//
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/// @{
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/// @name Functions inherited from TextureProtocol.
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/**
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*@code
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*When this function bound into js or lua,the parameter will be changed.
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*In js: var setBlendFunc(var src, var dst).
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*In lua: local setBlendFunc(local src, local dst).
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*@endcode
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*/
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inline void setBlendFunc(const BlendFunc &blendFunc) override { _blendFunc = blendFunc; }
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/**
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* @js NA
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* @lua NA
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*/
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inline const BlendFunc& getBlendFunc() const override { return _blendFunc; }
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/// @}
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/**
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* @js NA
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*/
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virtual std::string getDescription() const override;
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/// @{
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/// @name Functions inherited from Node.
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virtual void setScaleX(float scaleX) override;
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virtual void setScaleY(float scaleY) override;
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virtual void setScale(float scaleX, float scaleY) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual void setPosition(const Vec2& pos) override;
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virtual void setPosition(float x, float y) override;
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virtual void setRotation(float rotation) override;
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virtual void setRotationSkewX(float rotationX) override;
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virtual void setRotationSkewY(float rotationY) override;
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virtual void setSkewX(float sx) override;
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virtual void setSkewY(float sy) override;
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virtual void removeChild(Node* child, bool cleanup) override;
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virtual void removeAllChildrenWithCleanup(bool cleanup) override;
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virtual void reorderChild(Node *child, int zOrder) override;
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using Node::addChild;
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virtual void addChild(Node *child, int zOrder, int tag) override;
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virtual void addChild(Node *child, int zOrder, const std::string &name) override;
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virtual void sortAllChildren() override;
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virtual void setScale(float scale) override;
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virtual void setPositionZ(float positionZ) override;
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virtual void setAnchorPoint(const Vec2& anchor) override;
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virtual void ignoreAnchorPointForPosition(bool value) override;
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virtual void setVisible(bool bVisible) override;
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virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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virtual void setOpacityModifyRGB(bool modify) override;
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virtual bool isOpacityModifyRGB() const override;
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/// @}
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CC_CONSTRUCTOR_ACCESS:
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/**
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* @js ctor
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*/
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Sprite();
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virtual ~Sprite();
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/* Initializes an empty sprite with nothing init. */
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virtual bool init() override;
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/**
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* Initializes a sprite with a texture.
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*
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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*
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* @param texture A pointer to an existing Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *texture);
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/**
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* Initializes a sprite with a texture and a rect.
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*
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* After initialization, the offset will be (0,0).
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*
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* @param texture A pointer to an exisiting Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @param rect Only the contents inside rect of this texture will be applied for this sprite.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect);
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/**
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* Initializes a sprite with a texture and a rect in points, optionally rotated.
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*
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* After initialization, the offset will be (0,0).
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* @note This is the designated initializer.
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*
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* @param texture A Texture2D object whose texture will be applied to this sprite.
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* @param rect A rectangle assigned the contents of texture.
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* @param rotated Whether or not the texture rectangle is rotated.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect, bool rotated);
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/**
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* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite.
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*
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* @param spriteFrame A SpriteFrame object. It should includes a valid texture and a rect.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame *spriteFrame);
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/**
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* Initializes a sprite with an sprite frame name.
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*
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* A SpriteFrame will be fetched from the SpriteFrameCache by name.
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* If the SpriteFrame doesn't exist it will raise an exception.
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*
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* @param spriteFrameName A key string that can fected a volid SpriteFrame from SpriteFrameCache.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);
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/**
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* Initializes a sprite with an image filename.
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*
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* This method will find filename from local file system, load its content to Texture2D,
|
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* then use Texture2D to create a sprite.
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* After initialization, the rect used will be the size of the image. The offset will be (0,0).
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|
*
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* @param filename The path to an image file in local file system.
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* @return True if the sprite is initialized properly, false otherwise.
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|
* @lua init
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*/
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virtual bool initWithFile(const std::string& filename);
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/**
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|
* Initializes a sprite with an image filename, and a rect.
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|
*
|
|
* This method will find filename from local file system, load its content to Texture2D,
|
|
* then use Texture2D to create a sprite.
|
|
* After initialization, the offset will be (0,0).
|
|
*
|
|
* @param filename The path to an image file in local file system.
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|
* @param rect The rectangle assigned the content area from texture.
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|
* @return True if the sprite is initialized properly, false otherwise.
|
|
* @lua init
|
|
*/
|
|
virtual bool initWithFile(const std::string& filename, const Rect& rect);
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|
|
|
protected:
|
|
|
|
void updateColor() override;
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|
virtual void setTextureCoords(Rect rect);
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|
virtual void updateBlendFunc();
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|
virtual void setReorderChildDirtyRecursively();
|
|
virtual void setDirtyRecursively(bool value);
|
|
|
|
TrianglesCommand::Triangles getRenderedTriangles() const;
|
|
//
|
|
// Data used when the sprite is rendered using a SpriteSheet
|
|
//
|
|
TextureAtlas* _textureAtlas; /// SpriteBatchNode texture atlas (weak reference)
|
|
ssize_t _atlasIndex; /// Absolute (real) Index on the SpriteSheet
|
|
SpriteBatchNode* _batchNode; /// Used batch node (weak reference)
|
|
|
|
bool _dirty; /// Whether the sprite needs to be updated
|
|
bool _recursiveDirty; /// Whether all of the sprite's children needs to be updated
|
|
bool _shouldBeHidden; /// should not be drawn because one of the ancestors is not visible
|
|
Mat4 _transformToBatch;
|
|
|
|
//
|
|
// Data used when the sprite is self-rendered
|
|
//
|
|
BlendFunc _blendFunc; /// It's required for TextureProtocol inheritance
|
|
Texture2D* _texture; /// Texture2D object that is used to render the sprite
|
|
SpriteFrame* _spriteFrame;
|
|
TrianglesCommand _trianglesCommand; ///
|
|
#if CC_SPRITE_DEBUG_DRAW
|
|
DrawNode *_debugDrawNode;
|
|
#endif //CC_SPRITE_DEBUG_DRAW
|
|
//
|
|
// Shared data
|
|
//
|
|
|
|
// texture
|
|
Rect _rect; /// Retangle of Texture2D
|
|
bool _rectRotated; /// Whether the texture is rotated
|
|
|
|
// Offset Position (used by Zwoptex)
|
|
Vec2 _offsetPosition;
|
|
Vec2 _unflippedOffsetPositionFromCenter;
|
|
|
|
// vertex coords, texture coords and color info
|
|
V3F_C4B_T2F_Quad _quad;
|
|
|
|
// opacity and RGB protocol
|
|
bool _opacityModifyRGB;
|
|
|
|
// image is flipped
|
|
bool _flippedX; /// Whether the sprite is flipped horizontally or not
|
|
bool _flippedY; /// Whether the sprite is flipped vertically or not
|
|
|
|
bool _insideBounds; /// whether or not the sprite was inside bounds the previous frame
|
|
private:
|
|
CC_DISALLOW_COPY_AND_ASSIGN(Sprite);
|
|
};
|
|
|
|
|
|
// end of sprite_nodes group
|
|
/// @}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __SPRITE_NODE_CCSPRITE_H__
|