This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Unigine::WidgetSprite Class

Header:#include <UnigineWidgets.h>
Inherits:Widget

This base class is used to create sprites, which are basically any widgets dealing with images.

A sprite has a background layer which is used to calculate a bounding box of the widget and in addition can have a number of layers. All layer including the bottom one can be assigned textures, tiled and blended.

Notice
You can transform all layers, but avoid rotating a background layer. Being used to calculate a BB, it stretches if rotated. Rotate layers instead.

See also: sprite.

WidgetSprite Class

Members


static WidgetSpritePtr create(const Ptr<Gui> & gui, const char * name = 0)

Constructor. Creates a sprite with a given texture.

Arguments

  • const Ptr<Gui> & gui - GUI, to which the new sprite will belong.
  • const char * name - Path to the texture. This is an optional parameter.

Ptr<WidgetSprite> cast(const Ptr<Widget> & widget)

Arguments

  • const Ptr<Widget> & widget

int getBlendDestFunc()

Returns the blending mode of the destination widget colour set for the first (bottom) layer of the sprite.

Return value

Blending mode (one of the BLEND_*).

void setBlendFunc(int src, int dest)

Sets blending coefficients for the first (bottom) layer of the sprite. This layer always exists in the sprite.

Arguments

  • int src - Blending mode for the source screen buffer color (one of the BLEND_*).
  • int dest - Blending mode for the destination widget color (one of the BLEND_*).

int getBlendSrcFunc()

Returns the blending mode of the source screen buffer colour set for the first (bottom) layer of the sprite.

Return value

Blending mode (one of the BLEND_*).

void setBufferMask(int mask)

Sets a channel mask for the whole sprite. If a mask for a channel exists, one can draw in this channel.

Arguments

  • int mask - Channel mask (one of the BUFFER_*).

int getBufferMask()

Returns the current channel mask for the whole sprite.

Return value

Current channel mask (one of the BUFFER_*).

void setColor(const Math::vec4 & color)

Sets a color for the first (bottom) layer of the sprite. This layer always exists in the sprite.

Arguments

  • const Math::vec4 & color - Modulation color.

Math::vec4 getColor()

Returns the current color set for the first (bottom) layer of the sprite.

Return value

Modulation color.

void setImage(const Ptr<Image> & image, int dynamic = 0)

Sets a loaded into memory image for the first (bottom) layer of the sprite. This layer always exists in the sprite. An additional flag can be set in case the sprite image is going to be updated often or even each frame (for optimized memory management).

Arguments

  • const Ptr<Image> & image - Pointer to the image.
  • int dynamic - Positive number if the image will be updated each frame; otherwise, 0.

void getImage(const Ptr<Image> & image)

Returns the loaded into memory image that is currently set for the first (bottom) layer of the sprite.

Arguments

  • const Ptr<Image> & image - Pointer to the image.

int getLayerBlendDestFunc(int layer)

Returns the blending mode of the destination widget colour set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Blending mode (one of the BLEND_*).

void setLayerBlendFunc(int layer, int src, int dest)

Sets blending coefficients for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • int src - Blending mode for the source color (one of the BLEND_*).
  • int dest - Blending mode for the destination color (one of the BLEND_*.

int getLayerBlendSrcFunc(int layer)

Returns the blending mode of the source screen buffer colour set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Blending mode (one of the BLEND_*).

void setLayerBufferMask(int layer, int mask)

Sets a channel mask for a given layer of the sprite. If a mask for a channel exists, one can draw in this channel.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • int mask - Channel mask. The default is BUFFER_ALL.

int getLayerBufferMask(int layer)

Returns the current channel mask set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Channel mask. The default is BUFFER_ALL.

void setLayerColor(int layer, const Math::vec4 & color)

Sets a color for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const Math::vec4 & color - Modulation color.

Math::vec4 getLayerColor(int layer)

Returns the current color set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers..

Return value

Modulation color.

void setLayerEnabled(int layer, int enabled)

Sets a value indicating if the layer is enabled for rendering.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • int enabled - 1 to enable the layer; 0 to disable it.

int isLayerEnabled(int layer)

Returns a value indicating if the layer is enabled for rendering.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Returns 1 if the layer is enabled; 0 if disabled.

int getLayerHeight(int layer)

Returns the current width of the layer (regardless of layer transformation).

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Width of the layer in units.

void setLayerImage(int layer, const Ptr<Image> & image, int dynamic = 0)

Sets an image for a given layer of the sprite. An additional flag can be set in case the sprite image is going to be updated often or even each frame (for optimized memory management).

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const Ptr<Image> & image - Image to set.
  • int dynamic - Positive number if the image will be updated each frame; otherwise, 0.

void getLayerImage(int layer, const Ptr<Image> & image)

Returns the current image set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const Ptr<Image> & image - Current image.

void setLayerRender(int layer, const Ptr<Texture> & texture, int flipped = 0)

Sets a texture for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const Ptr<Texture> & texture - Pointer to the texture.
  • int flipped - Flipped flag.

Ptr<Texture> getLayerRender(int layer)

Returns the current texture set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Pointer to the texture.

void setLayerTexCoord(int layer, const Math::vec4 & texcoord)

Sets the coordinates of the texture for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const Math::vec4 & texcoord - Texture coordinates. The first pair of coordinates (x and y) is for the upper left corner, the second pair (z and w) is for the lower right corner.

Math::vec4 getLayerTexCoord(int layer)

Returns the current coordinates of the texture set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Texture coordinates. The first pair of coordinates (x and y) is for the upper left corner, the second pair (z and w) is for the lower right corner.

void setLayerTexture(int layer, const char * name)

Sets a texture for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const char * name - Path to the texture.

const char * getLayerTexture(int layer)

Returns the current texture set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Path to the texture.

void setLayerTransform(int layer, const Math::mat4 & transform)

Sets a transformation matrix for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • const Math::mat4 & transform - Transformation matrix.

Math::mat4 getLayerTransform(int layer)

Returns the current transformation matrix set for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Transformation matrix.

int getLayerWidth(int layer)

Returns the current width of the layer (regardless of layer transformation).

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Width of the layer in units.

void setLayerWrapRepeat(int layer, int repeat)

Sets texture tiling for a given layer of the sprite. To see tiling in effect, you need to transform sprite texture coordinates via setLayerTexCoord().

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.
  • int repeat - Positive number to enable texture tiling; 0 to disable it.

int getLayerWrapRepeat(int layer)

Returns a value indicating if texture tiling is enabled for a given layer of the sprite.

Arguments

  • int layer - Layer number in range from 0 to the total number of sprite layers.

Return value

Returns 1 if texture tiling is enabled; 0 if disabled.

int getNumLayers()

Returns the total number of layers in the sprite.

Return value

Number of layers.

void setRender(const Ptr<Texture> & texture, int flipped = 0)

Sets a texture to be rendered for the first (bottom) layer of the sprite.

Arguments

  • const Ptr<Texture> & texture - Pointer to the texture.
  • int flipped - Flipped flag.

Ptr<Texture> getRender()

Returns the pointer to the texture that is currently set for the first (bottom) layer of the sprite.

Return value

Pointer to the texture.

void setTexCoord(const Math::vec4 & coord)

Sets the coordinates of the texture for the first (bottom) layer of the sprite. This layer always exists in the sprite.

Arguments

  • const Math::vec4 & coord - Texture coordinates. The first pair of coordinates (x and y) is for the upper left corner, the second pair (z and w) is for the lower right corner.

Math::vec4 getTexCoord()

Returns the current coordinates of the texture set for the first (bottom) layer of the sprite.

Return value

Texture coordinates. The first pair of coordinates (x and y) is for the upper left corner, the second pair (z and w) is for the lower right corner.

void setTexture(const char * texture)

Sets a texture from a file for the first (bottom) layer of the sprite. This layer always exists in the sprite.

Arguments

  • const char * texture - Path to the texture.

const char * getTexture()

Returns the texture from a file that is currently set for the first (bottom) layer of the sprite.

Return value

Path to the texture.

void setTransform(const Math::mat4 & transform)

Sets a transformation matrix for the first (bottom) layer of the sprite. This layer always exists in the sprite.

Arguments

  • const Math::mat4 & transform - Transformation matrix.

Math::mat4 getTransform()

Returns the current transformation matrix set for the first (bottom) layer of the sprite.

Return value

Transformation matrix.

Ptr<WidgetSprite> getWidgetSprite()

void setWrapRepeat(int repeat)

Sets texture tiling for the first (bottom) layer of the sprite. This layer always exists in the sprite. The default is 0 (no tiling). To see tiling in effect, you need to transform sprite texture coordinates via setTexCoord().

Arguments

  • int repeat - 1 to enable texture tiling; 0 to disable it.

int getWrapRepeat()

Returns a value indicating if texture tiling is enabled for the first (bottom) layer of the sprite.

Return value

Returns 1 if texture tiling is enabled; 0 if disabled.

int addLayer()

Adds an empty layer with default properties to the sprite.

Return value

Number of the added layer.

void removeLayer(int layer)

Removes a given layer from the sprite.

Arguments

  • int layer - Layer number in range from 1 to the total number of sprite layers.

int type()

WidgetSprite type.

Return value

WidgetSprite type identifier.
Last update: 2017-07-03
Build: ()