5 #ifndef __I_GUI_SPRITE_BANK_H_INCLUDED__ 6 #define __I_GUI_SPRITE_BANK_H_INCLUDED__ 51 Frames.push_back(firstFrame);
91 virtual void clear() = 0;
109 u32 starttime=0,
u32 currenttime=0,
110 bool loop=
true,
bool center=
false) = 0;
133 u32 starttime=0,
u32 currenttime=0,
134 bool loop=
true,
bool center=
false) = 0;
141 #endif // __I_GUI_SPRITE_BANK_H_INCLUDED__ virtual void setTexture(u32 index, video::ITexture *texture)=0
Changes one of the textures in the sprite bank.
u32 rectNumber
Index in IGUISpriteBank::getPositions()
u32 textureNumber
Texture index in IGUISpriteBank.
SGUISprite(const SGUISpriteFrame &firstFrame)
GLenum GLenum GLuint texture
GLuint GLuint GLsizei GLenum const GLvoid * indices
virtual core::array< SGUISprite > & getSprites()=0
Returns the array of animated sprites within the sprite bank.
virtual core::array< core::rect< s32 > > & getPositions()=0
Returns the list of rectangles held by the sprite bank.
Everything in the Irrlicht Engine can be found in this namespace.
A sprite composed of several frames.
virtual video::ITexture * getTexture(u32 index) const =0
Gets the texture with the specified index.
signed int s32
32 bit signed variable.
unsigned int u32
32 bit unsigned variable.
virtual u32 getTextureCount() const =0
Returns the number of textures held by the sprite bank.
Class representing a 32 bit ARGB color.
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.
Self reallocating template array (like stl vector) with additional features.
virtual s32 addTextureAsSprite(video::ITexture *texture)=0
Add the texture and use it for a single non-animated sprite.
2d vector template class with lots of operators and methods.
SGUISpriteFrame(u32 textureIndex, u32 positionIndex)
virtual void addTexture(video::ITexture *texture)=0
Adds a texture to the sprite bank.
Interface of a Video Driver dependent Texture.
Base class of most objects of the Irrlicht Engine.
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.
virtual void clear()=0
Clears sprites, rectangles and textures.
core::array< SGUISpriteFrame > Frames