Unigine.WidgetSprite Class
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.
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 WidgetSprite(Gui gui, string name = 0)
Constructor. Creates a sprite with a given texture.Arguments
- Gui gui - GUI, to which the new sprite will belong.
- string name - Path to the texture. This is an optional parameter.
WidgetSprite cast(Widget widget)
Casts a WidgetSprite out of the Widget instance.Arguments
- Widget widget - Widget instance.
Return value
WidgetSprite instance.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_* variables).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 GUI_BLEND_* variables).
- int dest - Blending mode for the destination widget color (one of the GUI_BLEND_* variables).
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_* variables).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. The default is BUFFER_ALL.Arguments
- int mask - Current channel mask (one of the BUFFER_* pre-defined variables).
int getBufferMask()
Returns the current channel mask for the whole sprite.Return value
Current channel mask (one of the BUFFER_* pre-defined variables).void setColor(vec4 color)
Sets a color for the first (bottom) layer of the sprite. This layer always exists in the sprite.Arguments
- vec4 color - Modulation color.
vec4 getColor()
Returns the current color set for the first (bottom) layer of the sprite.Return value
Modulation color.void setImage(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
- Image image - Pointer to the image.
- int dynamic - Positive number if the image will be updated each frame; otherwise, 0.
void getImage(Image image)
Returns the loaded into memory image that is currently set for the first (bottom) layer of the sprite.Arguments
- 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_* variables).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_* variables).
- int dest - Blending mode for the destination color (one of the BLEND_* variables).
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_* variables).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. The default is BUFFER_ALL.Arguments
- int layer - Layer number in range from 0 to the total number of sprite layers.
- int mask - Channel mask. One of the BUFFER_* pre-defined variables.
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. One of the BUFFER_* pre-defined variables.void setLayerColor(int layer, 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.
- vec4 color - Modulation color.
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, 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.
- Image image - Image to set.
- int dynamic - Positive number if the image will be updated each frame; otherwise, 0.
void getLayerImage(int layer, 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.
- Image image - Current image.
void setLayerRender(int layer, 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.
- Texture texture - Pointer to the texture.
- int flipped - Flipped flag.
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, 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.
- 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.
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, string 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.
- string name - Path to the texture.
string 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, 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.
- mat4 transform - Transformation matrix.
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(Texture texture, int flipped = 0)
Sets a texture to be rendered for the first (bottom) layer of the sprite.Arguments
- Texture texture - Pointer to the texture.
- int flipped - Flipped flag.
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(vec4 coord)
Sets the coordinates of the texture for the first (bottom) layer of the sprite. This layer always exists in the sprite.Arguments
- 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.
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(string texture)
Sets a texture from a file for the first (bottom) layer of the sprite. This layer always exists in the sprite.Arguments
- string texture - Path to the texture.
string 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(mat4 transform)
Sets a transformation matrix for the first (bottom) layer of the sprite. This layer always exists in the sprite.Arguments
- mat4 transform - Transformation matrix.
mat4 getTransform()
Returns the current transformation matrix set for the first (bottom) layer of the sprite.Return value
Transformation matrix.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 - Positive number 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.
int type()
WidgetSprite type.Return value
WidgetSprite type identifier.Last update: 2018-08-10
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