jade-engine
0.0
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Public Member Functions | |
TextSprite (const TextSpriteParams ¶ms) | |
LoadState | Load (SDL_Renderer *renderer) override |
void | Render (SDL_Renderer *renderer) override |
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Sprite (const SpriteParams ¶ms) | |
Sprite (const ObjectLayer layer, std::shared_ptr< Texture > texture, const int32_t z) | |
void | Clean () override |
void | Tint (const SDL_Color &tintColor) |
void | SetAlpha (const float alpha) |
void | MakeTextureUnique () |
virtual float | GetAlpha () const |
void | SetRotation (const double angle) |
virtual bool | HitTest (const int32_t x, const int32_t y) const |
virtual bool | HasHitTest () const |
void | SetSampling (const TextureSampling sampling) |
void | SetSpriteSheetSprite (const std::string &sprite) |
void | SetSpriteSheetMask (const Rectangle &mask) |
const std::string & | GetTextureName () const |
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IGameObject () | |
virtual void | Update () |
LoadState | GetLoadState () const |
void | SetLoadState (const LoadState newState) |
bool | IsShown () const |
virtual void | Show (const bool show) |
int32_t | GetZ () const |
void | Destroy () |
bool | DestructionWanted () const |
Additional Inherited Members | |
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const std::shared_ptr< Transform > | transform |
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std::shared_ptr< Texture > | _textureDescription |
const detail::SpriteSheetDescription * | _spriteSheetDescription |
SDL_Texture * | _texture |
bool | _spriteSheetMasked |
Rectangle | _spriteSheetMask |
std::string | _textureName |
bool | _rotated |
float | _alpha |
double | _rotationAngle |
ObjectLayer | _layer |
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LoadState | _loadState |
bool | _shown |
int32_t | _z |
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overridevirtual |
Triggered every frame when GetLoadState function returns kLoadState_Wanted
to allow resources, such as textures, to be loaded.
The trigger order is the following: IScene::PreUpdate -> IGameObject::Load -> IGameObject::Update -> IScene::Update -> IGameObject::Load -> IGameObject::Render.
renderer | The engine's SDL2 renderer that can be used to create resources. |
Reimplemented from JadeEngine::IGameObject.
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overridevirtual |
Triggered every frame while the scene that owns this game object is active, the game object was successfully loaded and the game object is shown.
The trigger order is the following: IScene::PreUpdate -> IGameObject::Load -> IGameObject::Update -> IScene::Update -> IGameObject::Load -> IGameObject::Render.
renderer | The engine's SDL2 renderer that should be used to render the game object. |
Reimplemented from JadeEngine::Sprite.