Pictel 2d 0.1
Game Engine Documentation
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Public Member Functions | |
DrawableI (float width, float height) | |
virtual bool | CanDraw () |
virtual void | SetScale (float val) |
virtual float * | GetScale () |
virtual void | SetZPosition (float value) |
virtual void | SetAlpha (float val) |
virtual float * | GetAlpha () |
virtual void | SetColorMod (Color4 mod) |
virtual Color4 & | GetColorMod () |
virtual void | SetRotation (float, float, float)=0 |
virtual void | GetRotation (float *, float *, float *)=0 |
virtual void | SetRotateable (bool)=0 |
virtual void | SetTexture (TextureI *texture) |
virtual TextureI * | GetTexture () |
virtual bool | IsFlippedHorizontally () |
virtual void | SetFlippedHorizontally (bool value) |
virtual Rect & | GetTextureRect () |
virtual bool & | GetAcceptsLight () |
Protected Attributes | |
TextureI * | m_texture |
Rect | m_textureRect |
Color4 | m_colorMod |
float | m_flipHorizontal |
float | m_scale |
float | m_alpha |
float | m_zPos |
bool | m_flippedHorizontally |
bool | m_acceptsLight |
bool | m_rotatable |
Declares an abstract interface for the final object that will be drawn using the EngineProviderI. Different backend for different libraries might declare differently working concrete instances. The values held here should be as close to the low-level rendering APIs as possible. Sometimes providing raw bytes when necessary for Metal, DirectX or OpenGL.
The drawable
is usually composed of vertex data and texture data.
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inlinevirtual |
Can the sprite be drawn
Reimplemented in engine::DrawableSpriteI.
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inlinevirtual |
Get the drawable alpha; 0-1
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inlinevirtual |
Get the color mod
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pure virtual |
Rotation, low-level
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inlinevirtual |
Get the drawable scale
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inlinevirtual |
Get the drawable texture
Reimplemented in engine::DrawableTargetI.
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inlinevirtual |
Get the texture rect that this sprite is in
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inlinevirtual |
Should the rendered sprite be flipped horizontally
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inlinevirtual |
Set the drawable alpha; 0-1
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inlinevirtual |
Set the color mod
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inlinevirtual |
Set the rendered sprite be flipped horizontally
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pure virtual |
Rotatable
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pure virtual |
Rotation, low-level
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inlinevirtual |
Set the drawable scale
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inlinevirtual |
Set the drawable texture
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inlinevirtual |
Set the z-axis position. Possible values range from 0.0 to 1.0, 0.0 being closest to the "camera" and 1.0 being further away. Of two object: one being at 1.0 and one being at 0.0 the one at 0.0 will overlap the one at 1.0.