Files
CSFML/src/SFML/Graphics/Sprite.cpp
T

243 lines
6.3 KiB
C++

////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Sprite.h>
#include <SFML/Graphics/SpriteStruct.h>
#include <SFML/Graphics/Color.hpp>
#include <SFML/Graphics/Image.hpp>
#include <SFML/Internal.h>
////////////////////////////////////////////////////////////
sfSprite* sfSprite_Create(void)
{
sfSprite* sprite = new sfSprite;
sprite->Texture = NULL;
return sprite;
}
////////////////////////////////////////////////////////////
sfSprite* sfSprite_Copy(sfSprite* sprite)
{
CSFML_CHECK_RETURN(sprite, NULL);
return new sfSprite(*sprite);
}
////////////////////////////////////////////////////////////
void sfSprite_Destroy(sfSprite* sprite)
{
delete sprite;
}
////////////////////////////////////////////////////////////
void sfSprite_SetPosition(sfSprite* sprite, float x, float y)
{
CSFML_CALL(sprite, SetPosition(x, y));
}
////////////////////////////////////////////////////////////
void sfSprite_SetRotation(sfSprite* sprite, float angle)
{
CSFML_CALL(sprite, SetRotation(angle));
}
////////////////////////////////////////////////////////////
void sfSprite_SetScale(sfSprite* sprite, float factorX, float factorY)
{
CSFML_CALL(sprite, SetScale(factorX, factorY));
}
////////////////////////////////////////////////////////////
void sfSprite_SetOrigin(sfSprite* sprite, float x, float y)
{
CSFML_CALL(sprite, SetOrigin(x, y));
}
////////////////////////////////////////////////////////////
void sfSprite_GetPosition(const sfSprite* sprite, float* x, float* y)
{
CSFML_CHECK(sprite);
sf::Vector2f point = sprite->This.GetPosition();
if (x)
*x = point.x;
if (y)
*y = point.y;
}
////////////////////////////////////////////////////////////
float sfSprite_GetRotation(const sfSprite* sprite)
{
CSFML_CALL_RETURN(sprite, GetRotation(), 0.f);
}
////////////////////////////////////////////////////////////
void sfSprite_GetScale(const sfSprite* sprite, float* x, float* y)
{
CSFML_CHECK(sprite);
sf::Vector2f point = sprite->This.GetScale();
if (x)
*x = point.x;
if (y)
*y = point.y;
}
////////////////////////////////////////////////////////////
void sfSprite_GetOrigin(const sfSprite* sprite, float* x, float* y)
{
CSFML_CHECK(sprite);
sf::Vector2f point = sprite->This.GetOrigin();
if (x)
*x = point.x;
if (y)
*y = point.y;
}
////////////////////////////////////////////////////////////
void sfSprite_Move(sfSprite* sprite, float offsetX, float offsetY)
{
CSFML_CALL(sprite, Move(offsetX, offsetY));
}
////////////////////////////////////////////////////////////
void sfSprite_Rotate(sfSprite* sprite, float angle)
{
CSFML_CALL(sprite, Rotate(angle));
}
////////////////////////////////////////////////////////////
void sfSprite_Scale(sfSprite* sprite, float factorX, float factorY)
{
CSFML_CALL(sprite, Scale(factorX, factorY));
}
////////////////////////////////////////////////////////////
const sfTransform* sfSprite_GetTransform(const sfSprite* sprite)
{
CSFML_CHECK_RETURN(sprite, NULL);
sprite->Transform.This = sprite->This.GetTransform();
return &sprite->Transform;
}
////////////////////////////////////////////////////////////
const sfTransform* sfSprite_GetInverseTransform(const sfSprite* sprite)
{
CSFML_CHECK_RETURN(sprite, NULL);
sprite->InverseTransform.This = sprite->This.GetInverseTransform();
return &sprite->InverseTransform;
}
////////////////////////////////////////////////////////////
void sfSprite_SetTexture(sfSprite* sprite, const sfTexture* texture, sfBool resetRect)
{
if (texture && texture->This)
{
CSFML_CALL(sprite, SetTexture(*texture->This, resetRect == sfTrue))
sprite->Texture = texture;
}
}
////////////////////////////////////////////////////////////
void sfSprite_SetTextureRect(sfSprite* sprite, sfIntRect rectangle)
{
CSFML_CALL(sprite, SetTextureRect(sf::IntRect(rectangle.Left, rectangle.Top, rectangle.Width, rectangle.Height)))
}
////////////////////////////////////////////////////////////
void sfSprite_SetColor(sfSprite* sprite, sfColor color)
{
CSFML_CALL(sprite, SetColor(sf::Color(color.r, color.g, color.b, color.a)));
}
////////////////////////////////////////////////////////////
const sfTexture* sfSprite_GetTexture(const sfSprite* sprite)
{
CSFML_CHECK_RETURN(sprite, NULL)
return sprite->Texture;
}
////////////////////////////////////////////////////////////
sfIntRect sfSprite_GetTextureRect(const sfSprite* sprite)
{
sfIntRect rect = {0, 0, 0, 0};
CSFML_CHECK_RETURN(sprite, rect)
sf::IntRect sfmlRect = sprite->This.GetTextureRect();
rect.Left = sfmlRect.Left;
rect.Top = sfmlRect.Top;
rect.Width = sfmlRect.Width;
rect.Height = sfmlRect.Height;
return rect;
}
////////////////////////////////////////////////////////////
sfColor sfSprite_GetColor(const sfSprite* sprite)
{
sfColor color = {0, 0, 0, 0};
CSFML_CHECK_RETURN(sprite, color);
sf::Color sfmlColor = sprite->This.GetColor();
color.r = sfmlColor.r;
color.g = sfmlColor.g;
color.b = sfmlColor.b;
color.a = sfmlColor.a;
return color;
}